VR highlights

more people trying better VR
Joined July 2026
This HAS to come to PlayStation VR2, Steam Frame, Quest & Apple Vision Pro! Please make it officially happen! @PlayStation @SWGalacticRacer @Fuse_Games #PSVR2 @valvesoftware @LucasfilmGames #VR @Apple @StarWars @StefanMaier #StarWars #StarWarsGalacticRacer
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Vision Pro M6?
Can’t wait to pro and tell next week.
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🔴LOW-FI v0.57 is LIVE anticleric.itch.io/low-fi/de… Major Changes are: - Engine Upgrade from Unity 2019 to Unity 6! - Le Circus Raceway! - Loading Screens? haha - Much, much more in the link above! Enjoy the slapped together video showing some of the racing mixed with the track inspiration: 'The Running Man' from the Neo Tokyo (1987)
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I know Apple will be releasing the redesigned MacBook Pro in this event, and i know we wont have a Vision Pro successor for a while, yet I can’t ignore this detail. There is no other modern Apple product that has similar reflections or wallpaper.
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Portal glimpse on desk #AppleVision #VR
Would you believe me if I told you I had a little portal to VRChat on my desk? Alongside all of my other spatial computing apps/tools/windows? Truly a glorious future we live in
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The Legend of Zelda: Tears of the Kingdom (Ryujinx arm emulation) on Steam Frame standalone. The game runs at an average ~27fps in open environments, can't show that easy because there's a hefty performance hit when recording. But the game is playable'ish
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Zelda: Tears of the Kingdom VR #VR
The Legend of Zelda: Tears of the Kingdom (Ryujinx arm emulation) on Steam Frame standalone. The game runs at an average ~27fps in open environments, can't show that easy because there's a hefty performance hit when recording. But the game is playable'ish
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VR ᯅ retweeted
The impact of AIGC on VR is fundamentally different from its impact on other platforms. For most, it’s an incremental improvement. For VR, it could be transformative. VR has long faced a chicken-and-egg problem. A limited user base discourages content investment, while a limited content library constrains adoption. AIGC is dramatically lowering the barrier to bringing existing games into VR. What once could take specialized teams months or even years can now, in some cases, be prototyped by a single developer over a weekend. The shift in development economics is remarkable. We’re already seeing multiple VR mods and ports emerging every week. Even a small fraction of existing games becoming playable in VR could significantly expand the content library. Meanwhile, advances in displays, chips, and split computing architectures are enabling lighter headsets, better visual quality, and higher performance. For the first time, the hardware and content bottlenecks could ease simultaneously. This could mark a structural shift for VR, from a niche gaming market toward a mainstream wearable computing platform. More importantly, it changes the economics of building for VR, potentially opening a new window for startups.
I think gen AI has a good chance of saving VR. Arguably it’s been content limited. And too hard to port existing games (where the market is). But many of those hurdles are now gone …
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Every time you think Apple is about to give up on Vision Pro, it comes out with something that reminds you why the platform is worth paying attention to. The newly released immersive horror short Remnants is genuinely impressive. I highly recommend it to every Vision Pro user. A few things really stood out to me. 1. The 3D and sense of presence. The film recreates a 19th-century European castle in incredible detail, from its grand architecture and interior layout to the furniture, paintings, and decorations. The 3D looks fantastic. Actually feeling like you’re inside the castle, looking around and taking in the space, is something traditional 2D cinema simply can’t replicate. 2. The atmosphere. The rain, dim lighting, and spatial audio work beautifully together. The horror isn’t just about jump scares. It’s the entire environment that creates this constant sense of unease and tension. 3. The filmmaking. At 27 minutes, I think the length is just right. Any longer and it might actually be too much horror for me. Director Ti West is an established Hollywood horror filmmaker, best known for X and Pearl. Just like Submerged, Apple has brought in an experienced filmmaker with a strong command of cinematic storytelling to explore what’s possible with Immersive Video. Of course, immersive filmmaking is still far from perfect. Some cuts feel abrupt, and traditional editing techniques don’t always translate naturally to a 180° immersive environment. But after watching this, I’m more convinced than ever of one thing. Immersive Video has the potential to deliver cinematic experiences that are fundamentally better than traditional flat-screen movies. The question is no longer whether the medium has potential. It’s that filmmakers are still figuring out its own unique cinematic language. Give it time. The potential here is enormous.
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Caradise ~ Apple Vision Pro #VR
Caradise on Apple Vision Pro. 🚗 I can walk around life-size cars, explore their interiors, and ask the AI concierge to change the paint color with my voice. Seeing virtual headlights shine onto my actual garage wall is still one of my favorite details. The 3.0 update adds working headlights and rear lights, more natural door interactions, narration about each car’s history, smoother performance, and six new cars, including the Ferrari 550 Maranello, Porsche 911 GT3 RS, and Lancia Stratos. It’s pretty amazing! Every car company should give us this option.
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Houdini
En esta prueba he querido poner Claude al límite con Houdini (modelo Opus 5.5). He montado toda la escena hablándole al iPhone para ver dónde está el límite, y mi conclusión es que no hay límite. Esto que veis es donde he puesto el freno, hay cosas que corregir aún pero quiero seguir experimentando con otros proyectos. El render ha tardado 50 horas en mi 5090 dado lo compleja que es la escena, volumétricas etc. El color grading lo he hecho en Davinci trabajando en Aces y también lo hice hablándole al teléfono con el MCP de Davinci. Me cuesta imaginar un futuro donde no vayamos a trabajar con esto de forma masiva.
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5X ~ 10X faster!
Replying to @neonxgone
About 5x faster to prototype right now with Unreal Engine and 10x with ThreeJS. Working to reverse the gap by year end.
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Fun times ahead
Replying to @Hank_XII
Biggest reason is that these projects went through 80%+ of their development timeline unplayable, and when the project was eventually supposed to come together, it was too late to make their unfun game fun. AI will rapidly accelerate prototyping and "finding the fun".
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Replying to @_anderberg
The missing ingredient for many developers is marketing, and there are lots of different solutions for that. Funders, publishers, influencer partnerships, word of mouth, viral media, and so on. It's not at all clear how the landscape will evolve, except that it will be FAST.
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Replying to @TwoDogBadLuck
This is way more in reach now with AI than ever before. The only solutions used to be building everything by hand or using proceduralism, which eventually feels cookie-cutter. I was amazed how good Astra is at building real-world building interiors.
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Replying to @cc_dekirukana
True! Finishing a game has always been far harder than starting a game.
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Replying to @TimSweeneyEpic
作りたいのに作れなかった側として言うと、AIでコストは下がっても「最後まで遊べる形に仕上げる」手間は消えなかった。だから黄金時代が来るなら、完成させる粘りが残った人から先に出てくると思う。
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Replying to @TimSweeneyEpic
I want games in VR. When are you going to start supporting that?
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🙌 #VR
Replying to @TimSweeneyEpic
it is finally sustainable to build games for VR fans!
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The games we've long wanted, which didn't exist because they'd cost several times more to make than they'd earn back, will soon become possible. As will the games developers wanted to build, but couldn't with the resources available. It'll be a new golden age of gaming.
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VR ᯅ retweeted
The multiplayer for Galactic Racer is literally insane because why is everyone racing purely with the intent to constantly wreck every player in the game 💀
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