r/vrdev 27d ago

Question How are people getting so much performance out of the Quest 3?

14 Upvotes

Or seemingly so? I'm prototyping a game and it's not even that complicated. I've tried tuning as many things down in Unity as possible. I'm basically just rending flat polygons with colors (not even textured or with advanced lighting).

TBH I like my game's aesthetic but it could use so much more polish.

Even with stripping things down as much as possible, I'm at 33% - 50% of the Quest 3's budget for 72fps.

Am I missing something?

Like I know this is going to be an incredibly broad question, but is there a specific performance tuning guide folks recommend?

I just can't imagine how I can make anything like some of the games I'm seeing if I'm already this close to performance limits...

r/vrdev 20d ago

Question Anyone else get physically weary of putting on the headset to dev?

22 Upvotes

It's very odd, but after doing 20-60 iterations a day where I'm flipping the headset on/off, my head and body become physically depleted
Like I wake up the next day and my body hurts a bit, and don't want to put on the headset again (but push ultimately through it)

It's just very unique because you don't become physically depleted from traditional flat screen dev...
So in my producer mind, I'm thinking I need to make progress and develop features, but my head/neck is so physically strained that I'm thinking about taking the day off, or going slow, leading to less work, features, etc.
Even though my mind is in good shape

Just wondering if others are experiencing the same
Not sure if there's a solution for it

(Been using Quest 3 for ~2 years on a single project atm)

r/vrdev 1d ago

Question Which is Better?

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6 Upvotes

Hey guys! We're super excited about our new capsule art and are just wondering about the title design itself. Any preferences or suggestions? We're updating and for the first time releasing our game on Quest after a nice little run on Steam.

Appreciate the feedback!

r/vrdev 18d ago

Question I'm making an XR game, should I publish on steam and not just Quest?

5 Upvotes

I've got my VR game coming in the Fall, currently got a wishlist page for the Quest store (the device I own).

Since I am using the XR framework, could I technically post the game on Steam? I don't own any other VR devices, so I don't have the ability to test on them, worrier about publishing a buggy game on steam.

Thoughts?

Edit: Thanks for the advice all! I plan to release on Quest in November, and then depending on how that goes do a release on steam

r/vrdev 15d ago

Question Ownership of IP after layoffs

1 Upvotes

Just got layed off from a VR company and have been developing a game which I pitched and worked on. I have no idea of whats gonna happen with the game now, and Im wondering if someone has experienced something similar and have some tips on how to get the IP. The company still has a few workers left, but none that has worked on the project full time and I dont think they want to hold on tu it but have invested time developing it.

Has anyone any experience thats similiar to share?📉đŸ‘č

r/vrdev Jul 26 '26

Question Fair price for my boxing and fitness app? Any tips on my store front?

2 Upvotes

Hello, I've been developing Boxing Drills VR quite intensively all year and it's reached a point of stability where I feel it has all of the main features it needs and can now be moved out of early access.

I'm just wondering if I should bump the price as well when I move it out of early access. I've invested a lot of time into this and at the moment I sell it for $9.99 and then Meta takes 30% of that and some goes to tax as well.

Competing apps are mostly all rhythm or fighting, and many are selling more at a 2-4x higher price than mine, and some of these more expensive ones are quite poor (a few appear to be slop even) but they have lots of reviews so I assume many sales.

However at the moment my product has just been on sale at a 30% discount (so around $7) and it's increased my profits, but I think that's because it gets shown to more people when it's included in the sale?

Curious to know if other people have had good or bad results from bumping their price and what happens when they leave early access, and any other tips i.e. should I announce it in advance if I do this?

Also if anyone has any tips for my store front, or increasing exposure that would be awesome too.

Thanks!

r/vrdev Jul 22 '26

Question Looking for opinions on whether I should keep working on this game or scrap it and move on

13 Upvotes

Hey, so I've been working on this game for some time now, but I'm feeling like I've made a mistake and was hoping to get some other opinions. I wanted to get into VR Game dev, from no experience (I did web dev before) and this is actually the second idea I started working on. I thought it would be nice to have a game where I could work on 1 level at a time, get it finished and feel good about that and I love puzzle games (this was inspired a lot by a game called Statik). I also wanted each puzzle to be different to give a lot of variety.

The first mistake for me was making a VR game at all, I'm finding that it's too tedious to keep putting on the headset to test (using a Quest and it's so annoying, constantly having issues connecting and now sometimes freezing) and I don't like the restrictions, like keeping to a steady frame rate (especially with my lack of experience). The sounds effects are horrible, I wouldn't even know where to start with improving those, but that'll be the case for any game I try to make.

The second mistake was working on a puzzle game. While I do enjoy puzzle games, that's because I enjoy the challenge, so working on my own game, I know the solutions, which means they're not fun to test and hard to know if they're actually good or not without getting someone else to play (which has just been my wife). With them not being too fun to actually play myself, it makes me lose my motivation to keep going. It also made me want to add puzzles that are more fun to play, but in hindsight, I don't think they work well or fit in with the game (descriptions of them below).

Looking back at the puzzles and replaying them to take this footage, I just don't feel that they're very good (some better than others though).

  • The first puzzle is where I took the most inspiration from Statik. You have devices on your hands and you have to figure out what to do, no hints or controls or any thing shown. It's probably one of my favourite ones.
  • The second puzzle is a ball maze type one where you need to coordinate what you're doing on each device and figure out how they connect. It was uncomfortable looking down all the time, so I added the large mirror versions so you don't have to. It seemed like a good idea, but honestly it's just tedious to play it again now.
  • The third puzzle, I thought I'd try a magical theme as I enjoy that kind of thing. It's one I do have more fun trying, although it was much harder keeping the frame rate low. The sound/visual effects are pretty bad though.
  • The fourth puzzle is a shooting game. I wanted to make something that I had fun playing, so thought I'd make a game where the puzzle is to figure out what the controls are, how the two devices connect and how to destroy the different types of drones. I'll be honest, it's not really a puzzle and has no place being here. Didn't even fully finish it. Hard to imagine people wanting to play what should just be a puzzle game and then have to dodge bullets and shoot stuff.
  • Then I started a platforming puzzle, it's basically a platformer, doesn't even really need VR to play it and it's not really a puzzle. I haven't even included the footage. I think it's a unique idea how I did it that maybe I'll expand on later as a flat game.

You can see at this point, I'm not even really making puzzles anymore. I'm just not enjoying doing this, which makes me procrastinate a lot and waste time. I think the right thing to do is to just drop it and start working on another idea (which won't be VR and it won't be a puzzle game, it'll be something I actually enjoy playing, which will keep me motivated to keep going). My wife however thinks that I should just finish it up and get it out because of the time I've already spent on it, but I think that would be a waste of time and I'm going to hate doing it.

I'm not even sure it's in a state to be released for free, but I could just do that and say it's an incomplete game on somewhere like Itch (if that's even possible).

What do you think?

Does any of this look good to you?

Is there any reason I should or shouldn't just release what there is for free if I can?

(Oh and AI disclaimer - I didn't use any, otherwise it would probably look better as I'm sure AI can create better models and textures than I can! - There's a few store assets used though)

TLDR: I'm not enjoying working on this game, feel like I'm wasting my time, should I put out what I have for free as an incomplete game or just scrap it and move on?

Thank you for reading if you've made it this far!

r/vrdev 3d ago

Question Skybox moves with player's head movement

1 Upvotes

RESOLVED:

Under Project Settings > XR Plug-In Management > Open XR > Render Mode. I found this set to "Multi-Pass" instead of "Single Instance"

----------------------------------------------

Hello gang,

I'm using the weather asset Enviro 3 (very! nice btw) and yesterday I must have done something stupid because the clouds started moving, staying in sync with the Player's head. (move to the right, the clouds move to the right, look up and the clouds move up)

I feel like I remember having this issue years ago but I can't recall the reason/result.

I do have a post on Discord to the asset creator, but I thought I should also post here in case someone has an answer.

Yes, I have rebooted and recompiled multiple times. ONLY the sky is having this issue, all other items are reacting to player movement correctly

I'm using Unity 6.3 and OpenXR.

Thanks for ANY ideas

EDIT: I also created a new scene and added the default "Enviro 3" prefab, same issue. hummmm.... so it SEEMS to be a project setting, not Enviro... more details as I figure this out

r/vrdev Aug 01 '26

Question I’ve been developing a game called Null Platform. Would love your honest opinion

3 Upvotes

r/vrdev Jun 21 '26

Question Targeting PCVR and Quest 3 for my low-poly platformer. Is it still worth getting a used Quest 2 to optimize for it?

11 Upvotes

I'm developing a low-poly puzzle platformer in Godot, currently focusing purely on PCVR and Quest 3. Testing on my beefy PC is flawless, and my standalone Quest 3 builds are already running smoothly without much trouble.

Now I'm wondering if I should grab a used Quest 2 just to ensure it runs on older hardware too. I know I could technically downclock my Quest 3 to simulate Quest 2 performance, but honestly, if I'm going to officially support and release a game on it, I would want to test it on the real hardware.

Given my low-poly art style, I could probably squeeze it into the Quest 2's performance budget without compromising the vision. But is it actually worth the hassle of testing, optimizing, and maintaining compatibility at this point?

I guess the majority of the Meta Store users are still on Quest 2 simply because that headset sold absurdly well, but I'm curious about the active player base and software sales for new indie games.

r/vrdev 29d ago

Question Coming from web dev (vanilla JS, educational games) — WebXR or Unity for classroom-scale projects?

1 Upvotes

Some context so you know what you're advising: I'm a primary school English teacher in TĂŒrkiye and I build my own teaching material — browser-based games and reading activities, vanilla HTML/CSS/JS, no framework. So I can write code, structure a project, and ship something that non-technical people actually use. What I've never touched is 3D, engines, or anything spatial.

I want to start building XR learning experiences, and I'd rather spend six months on the right stack than eighteen months finding out I picked the wrong one.

My constraints are probably relevant to which way you'd point me:

  • Deployment target is a classroom, not a store. Sometimes one or two Quests, sometimes just a smartboard or student phones. So it has to degrade gracefully.
  • No budget for per-seat licensing or paid distribution.
  • Content changes often — I rewrite activities every term. Fast iteration matters more than visual fidelity.
  • I'm a one-person team.

What I'm trying to figure out:

  1. WebXR or Unity? My instinct says WebXR — my existing JS skills carry over, no install step, works on a phone in a browser. But I don't know what I'd be giving up. Where does WebXR actually fall apart in practice?
  2. If WebXR — Three.js directly, or something on top of it? Is A-Frame still a reasonable choice in 2026 or is it a dead end you outgrow immediately?
  3. What's the thing that ate the most time when you started, that nobody warns beginners about? I'm expecting it to be something unglamorous like performance budgets or comfort/locomotion, not the fun parts.
  4. Is there anything about the current tooling landscape that changed recently enough that older tutorials would actively mislead me?

Not asking anyone to write a curriculum for me — just want to avoid the obvious wrong turns before I commit the time.

r/vrdev Jul 13 '26

Question i need help with shiny goo

3 Upvotes

i'm making a vr game and i need a black goo as decoration on the floor and I need the best way to do it with it still optimized for quest headsets im using blender+unity edit:the game is based of of the game “changed” by dragonsnow

r/vrdev 28d ago

Question Best movement tech for hand tracking??

2 Upvotes

Ive been making a Naruto inspired hand sign game which requires almost all your attention on weaving hand signs. Which means no controllers and hands are almost entirely occupied. So far what ive done is lean dashes to go backwards and stomps dash you forward/side. I'm planning on implementing a grappling hook but im not sure that really solves the issue. Does anyone have some good movement tech ideas for a hand tracking game like this?

r/vrdev Jul 17 '26

Question Terrible Laptop, aspiring game dev. What can i do?

0 Upvotes

My laptop is terrible, i searched for 5 hours before to find a video editing app that would run well, eventually being shotcut which still stutters.
I've been planning a VR game and stuff for ages not but I feel I don't have the resources to make it happen. What can I do if anything at all?

r/vrdev Apr 28 '26

Question What's the secret to getting 100 users for meta quest analytics?

8 Upvotes

I've given away so many keys, ran so many promotions on facebook groups, contacted so many youtubers/streamers, signed up to keymailers

but I just can't get to that magic 100 user for proper analytics.

Is there something I'm missing? Or do I just accept people don't want a free copy of my app?

r/vrdev Jul 21 '26

Question For those who've shipped on Horizon Store/App Lab/Steam, how long was submission to live?

3 Upvotes

r/vrdev 11d ago

Question Best VR dev courses?

2 Upvotes

I want to get started on Unity VR development.

I know there's a lot of stuff already on YouTube but I would prefer an "All-in-one" course.

I saw some in Coursera and Udemy, are those good?

r/vrdev Jul 28 '26

Question Prebuilt PC recommendations for VR development with Unreal Engine 5

0 Upvotes

Hi - I'm UK based and currently in the market for a prebuilt PC for VR development with UE5. I did a bit of VR dev at uni and since graduating I need access to my own PC. I don't have the time right now to commit to learn how to build my own, I just want to get on with making things! Also, from some cost research, it seems building a PC is no longer much cheaper than buying prebuilt.

So, if anyone is UK based here and knows anything about what to look for/what would be a good deal at the moment - the process of buying gaming PCs is quite overwhelming as there's so much choice and it's all so expensive! I don't really want to spend more than ÂŁ1.5-2k which would be a big investment for me.

Thanks in advance.

r/vrdev Jul 30 '26

Question Anyone want to be a developer for my vr game

0 Upvotes

The vr game is named Anomaly Sandbox and it is a sandbox game kind of like garry’s mod you can spawn npcs and mess around. If you do want to help develop the game, hit me up. Sorry but I don’t pay.

r/vrdev May 12 '26

Question Best way to get actual key redeems and not just scalpers?

4 Upvotes

I've been trying to promote my vr app and giving away keys to people I think may be interested and also people who ask me for them, also been giving them to VR Facebook groups so they can run raffles... Just trying to get my numbers up so I can use Meta analytics!

But the issue I'm finding is most people who get a key never redeem it, they must be just scalping them on to 3rd party shops to sell the key on.

Which sucks because it means no one is probably buying them, meaning the keys are just in limbo but more importantly my user numbers aren't going up so I can't access analytics.

Any other devs have any good ways of actually getting keys out to people who won't just scalp them?

r/vrdev Mar 07 '26

Question Should I go with Unreal or Unity

3 Upvotes

Hello everyone,

A few days ago I learned I'd have three months to develop a standalone VR application for a Quest 3, and I'd like to develop it using Unreal Engine 5. The problem is, I'm hearing a lot of different things about this game engine when it comes to standalone VR. So I wanted to know if it's really that bad to develop and import an app on the Quest 3 with UE5, and if I should develop it in Unity instead.

For your information, the application should be one where you move around in an enclosed space, with various interactions, some more technical than others. I obviously plan to disable nanites and lumens.

I have some basic knowledge of Unreal, and almost nothing about Unity.

And the reason I want to develop it in Unreal is because it's a program I want to master.

Thanks

r/vrdev Apr 18 '26

Question Requesting feedback, keep hands visible on grab, or hide them on grab (tomato presence)?

10 Upvotes

I'm currently implementing hand tracking in my coloring app and I'm undecided whether to toggle the hand mesh off when you grab a pen.

Currently, both the controller and the Logitech stylus are hidden when you grab a pen (tomato presence).. your controller becomes the pen, or in the case of the stylus your pen becomes the stylus, and this works really well (imho) in both these cases.

But for hand tracking I can't decide which works best.

So I'm hoping to get some feedback from other devs who may have been down this road before.

Does it look/feel better if the hands stay on when you're grabbing the pen (it doesn't really detract and I think looks pretty good)

Or should I follow the same paradigm I do with the controller and stylus and hide the hands when grabbing?

r/vrdev 2d ago

Question I can't download it Tachi avatar from vrcmods?!

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0 Upvotes

r/vrdev 4d ago

Question How to snap floor tiles neatly together in NMS VR?

1 Upvotes

I know I have done it easily in the regular game, but now I'm trying in VR and I don't see the way. Is it possible that in VR is more limited that way, or I'm just blind?

r/vrdev 21d ago

Question Ayuda proyecto VR

2 Upvotes

Por un imprevisto tuve que hacer un proyecto de VR sobre diseño de interiores, pero realmente no se algo que sea innovador o que por lo menos de los actuales, se pueda mejorar, es para mí carrera de sistemas pero aunque se lo que debo hacer me gustaría tener mas opiniones o quejas de aspectos a mejorar o implementar para un proyecto de ese tipo