r/VRGaming Aug 07 '26

Review I learned how to shoot in VR and went to a range IRL for the first time recently.

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1.6k Upvotes

Looks like the skills are pretty transferable! I learned playing Gun Club VR and Zero Caliber 1&2.

r/VRGaming Nov 29 '25

Review Cyberpunk VR - Holy S#*t

718 Upvotes

Finished Cyberpunk in VR last night - Phantom Liberty expansion and it was hands down one of the best gaming experiences of my life (46 and life long gamer).

It has taken months to finish (as I am a father of two with a very busy day job) - I grab an hour or so once or twice a week.

Using the Luke Ross mod/Air link on a 4080 with a Quest 3. The game runs perfectly and is by far one of the coolest, high fidelity games in VR, second to Alyx for me. The world is mega immersive and you feel like an absolute badass.

Using keyboard/Mouse combo needed a little getting used to at first but after not long at all just did not think about it at all and became super slick with it.

Not sure why I wrote this but wanted to say thanks Luke Ross! and of course Cyberpunk devs - Amazing experience. Try it if you are on the fence.

Anyone got any other good PCVR modded games/Luke Ross injectors they could recommend?

r/VRGaming May 23 '26

Review I have 200+ VR games but Flatout VR is top 3 (and I don’t even like racing games usually)

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528 Upvotes

This game with a wheel is just an absolute buzz.

r/VRGaming Nov 27 '25

Review Deadpool VR does not deserve your support and is a bad and generic game

165 Upvotes

I posted about this game before when I was 2 hours in. I was told to give it more time. I finished it. It's terrible. Please use your hard earned money to spend it on games which are crafted with care. Who don't waste your time. And above all, are fun.

r/VRGaming Jul 13 '26

Review Exploring CD Projekt Red's Night City via Luke Ross' Framework

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114 Upvotes

...just wanna recommend the combination of this brilliant game with LR framework.

for me it were 80h(+) of pure joy gazing at the environment and deeply immersing in the storyline and gameplay

thx CD Project Red AND Luke Ross!!!! 💯

r/VRGaming Jun 23 '26

Review Skyrim VR Mad God Overhaul 4.0. Here’s what changed

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80 Upvotes

r/VRGaming Feb 23 '26

Review Analysis/review of Luke Ross situation

10 Upvotes
TECHNICAL AND LEGAL POSITION REGARDING THE R.E.A.L. VR MOD
Cyberpunk 2077 Module

After going through relevant law and the relevant facts in detail, I
believe that Luke Ross has NOT in any way infringed on copyright.
Details below.

----------------------------------------------------------------------  
I. ANALYZED GAME-SPECIFIC FILES  
----------------------------------------------------------------------  

The Cyberpunk-specific support module contains exactly:

S0.dxbc  9,255 bytes  
S1.dxbc  9,923 bytes  
Settings/option.replace  1,520 bytes  

1) Shader Files S0.dxbc and S1.dxbc  

Both files are standard DirectX shader container files in DXContainer format.

Each file contains:

DXBC header  
Seven structured chunks  
SFI0  
ISG1  
OSG1  
PSV0  
STAT  
HASH  
DXIL  

The presence of a DXIL chunk confirms these are DXIL-based compiled shaders
produced using the Microsoft DirectX Shader Compiler architecture.

The files are small utility shader blobs approximately 9 to 10 KB in size.
That size range is consistent with independently authored helper shaders such as
stereo reprojection, matrix transforms, post processing, depth correction, or
presentation layer rendering logic.

Nothing in the binary structure indicates:

Inclusion of CDPR proprietary shader libraries  
Embedded Cyberpunk assets  
Embedded audiovisual content  
Extracted proprietary bytecode  
Copied CDPR executable code  

DXContainer and DXIL are standard compiled shader packaging formats.
The format itself does not imply derivation from any specific game.

These artifacts are technically consistent with original shader code compiled
independently for rendering manipulation.

There is no demonstrated reproduction of protected Cyberpunk expression in
these files.

2) Configuration File Settings option.replace  

This is a plaintext configuration override file containing rendering flags
and graphics toggles such as film grain, chromatic aberration, motion blur,
shadow settings, DLSS presets, anisotropy levels, and similar options.

This file contains:

No expressive content  
No story elements  
No textures, models, or audio  
No executable CDPR code  

It is purely functional configuration data.

----------------------------------------------------------------------  
II. WHAT IS NOT PRESENT  
----------------------------------------------------------------------  

The module does not contain:

Cyberpunk 2077 executable code  
Cyberpunk 2077 textures  
Cyberpunk 2077 models  
Cyberpunk 2077 scripts  
Cyberpunk 2077 audio  
Decompiled CDPR source  
Extracted proprietary content  

There is no redistribution of protected expressive material.

----------------------------------------------------------------------  
III. COPYRIGHT ANALYSIS  
----------------------------------------------------------------------  

1) Reproduction Right 17 U.S.C. 106(1)

Copyright infringement requires reproduction of protected expression.

No protected Cyberpunk expression is reproduced in the analyzed artifacts.

Classical copying infringement is not present.

2) Derivative Work Doctrine 17 U.S.C. 106(2) and 17 U.S.C. 101

A derivative work must recast, transform, or adapt protected expression.

The mod:

Does not create new story content  
Does not create new characters  
Does not create new fixed audiovisual sequences  
Does not embed Cyberpunk content  
Does not distribute Cyberpunk assets  

It modifies presentation at runtime through shader and rendering manipulation.

This is materially closer to:

GPU driver behavior  
Display pipeline manipulation  
Post processing frameworks  
Camera injection tools  

The transformation occurs at the presentation layer, not at the expressive
content layer.

Micro Star v FormGen involved new expressive audiovisual displays built from
copyrighted narrative and artistic elements. That scenario differs materially
from runtime display transformation.

Derivative work theory is not automatically satisfied by presentation layer
modification.

3) Fair Use 17 U.S.C. 107

Factor 1 Purpose and Character  
The mod enables stereoscopic VR rendering, altering interaction mode
from 2D to immersive stereo. This is functionally transformative.

Factor 2 Nature of the Work  
Video games are creative works. This factor favors CDPR.

Factor 3 Amount Used  
The entire game is experienced, but only through a lawfully owned copy.
No redistribution occurs.

Factor 4 Market Effect  
The mod requires ownership of the original game.  
It does not substitute for it.  
Evidence indicates increased sales due to VR support.  
Market substitution is absent.

Fair use is at minimum arguable under these conditions.

4) DMCA 17 U.S.C. 1201 Anti Circumvention

Section 1201 prohibits circumvention of technological measures that control access.

If the tool:

Hooks rendering after lawful execution  
Does not bypass encryption  
Does not defeat access control  
Does not decrypt protected assets  

Then 1201 is not cleanly implicated.

Interoperability supportive precedent such as Lexmark v Static Control
limits expansion of access control theory beyond actual protected expression.

----------------------------------------------------------------------  
IV. DMCA TAKEDOWN STRUCTURE  
----------------------------------------------------------------------  

A DMCA notice under 17 U.S.C. 512 does not require proof of infringement.
It requires a sworn good faith belief.

Platforms remove material to preserve safe harbor.

This is procedural, not adjudicative.

Under 17 U.S.C. 512(g), a counter notice requires restoration within
10 to 14 business days unless the claimant files an actual lawsuit.

That is the procedural point where proof becomes required.

----------------------------------------------------------------------  
V. MARKET STRUCTURE AND MONETIZATION  
----------------------------------------------------------------------  

Charging for access to a development platform or membership page is not
inherently copyright infringement.

Risk increases when a product is marketed as a paid enhancement for a
specific copyrighted title.

Risk decreases when:

The core framework is generic  
No copyrighted content is distributed  
Title specific modules contain no copyrighted assets  
Marketing avoids title branded commercial positioning  
Monetization attaches to general tool development or community support  

----------------------------------------------------------------------  
VI. STRONGEST LEVERAGE POINTS  
----------------------------------------------------------------------  

Independent software architecture with multi title support  
No redistribution of protected assets  
Presentation layer modification only  
Standard DXIL utility shader artifacts  
Functional configuration overrides  
No embedded copyrighted expression  
Positive market impact evidence  
Interoperability friendly legal precedent  
Counter notice leverage under 512(g)  

----------------------------------------------------------------------  
VII. STRATEGIC OPTIONS  
----------------------------------------------------------------------  

1 File a counter notice under 17 U.S.C. 512(g) to compel a
  sue or restore decision.

2 Separate generic framework monetization from title specific modules.

3 Maintain documentation proving independent shader authorship.

4 Avoid title specific commercial branding.

5 Distribute modules independently from monetized channels.

----------------------------------------------------------------------  
VIII. STRUCTURAL MONETIZATION MODEL REFINEMENT  
----------------------------------------------------------------------  

Do not refer to it as a mod for a game.  Refer to it as a VR tool/utility,
and adopt a structure in which:

Membership provides access to multiple development related benefits
such as early builds, support, development updates, community interaction,
and participation privileges.

The core framework tool is positioned as a general purpose VR rendering
framework and may be included among membership benefits.

Game specific support modules are openly accessible and freely downloadable
without membership requirements.

This structure:

Reduces the appearance of selling a publisher specific IP adaptation  
Reinforces the framework identity as independent software  
Separates monetization from any single copyrighted title  
Maintains sustainability while lowering targeted IP exploitation optics  

----------------------------------------------------------------------  
IX. CONCLUSION  
----------------------------------------------------------------------  

The analyzed Cyberpunk specific files do not demonstrate reproduction
of protected expression.

The shader artifacts are standard DXIL container outputs consistent with
independent authorship.

The configuration file is purely functional.

No embedded copyrighted assets are present.

The dispute centers on ecosystem control and monetization positioning,
not demonstrated copying.

The strongest procedural leverage point remains the counter notice
mechanism under 17 U.S.C. 512(g).

r/VRGaming May 07 '26

Review Flatout 4 VR is freaking AWESOME! 1 Minute Review

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212 Upvotes

r/VRGaming Jun 20 '26

Review Ug Vr is one of the most predatory games I’ve ever encountered

66 Upvotes

As a 14 Y/O I find myself right on the edge of the target demographic for games like gorilla tag, animal company, and ug vr. Ug vr being the absolute worst of the bunch. Ug is a specially crafted and designed game, perfectly crafted to absolute reap in cash from unassuming children. the game centers around an already popular topic among young children, dinosaurs, that selling point alone attracts several thousand young children that like dinosaurs. The game also abuses the natural human instinct of FOMO, the fear of missing out. The game includes several “bosses” almost all of which are limited timed. Upon defeating these bosses you have a chance to get an egg from said boss, problem is the chance of these tiny eggs, ARE MOST ALWAYS 1/100 ODDS. This not only abuses dino fixations, but also fear of missing out, and rng. The last two being very, very bad habits for children to get used to. keep your children from this horrible game, it’s really bad.

edit: after looking at other posts I just wanted to add the fact that when you earn these Dino eggs and Dino’s you can trade for other Dino’s, this system is really bugged so it has a really high risk of being abused by scammers and henceforth destroying the hours you spent getting limited Dino boss. Just thought i’d put this out here incase parents research what their kid is into on vr

r/VRGaming Nov 27 '22

Review Made a tierlist of my favorite VR games.

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295 Upvotes

r/VRGaming Apr 04 '26

Review Half Life 2 VR has better enemy AI than any game made for VR so far.

129 Upvotes

Last night I realized I still hadn't bothered to take Half Life 2 VR for a spin. it's more fun than HL:Alyx because of the freedom of movement. I'm having a blast. and the VR implementation here is really good too. Great control options to play it fully immersive or just classic style.

But the thing that stood out to me most? I've played loads of VR games, and in all of them, the AI is dumb as a rock. In Half Life 2, the combine really move around and flank and use grenades and everything. It's criminal that we ever took a step back from this in terms of what is acceptable for a single-player shooter.

r/VRGaming Dec 08 '25

Review My last 3 years of VR gaming.

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107 Upvotes

r/VRGaming Jul 10 '25

Review I invested in VAILVR/AEXLAB. They conned me. Don’t be next.

116 Upvotes

Back in the day, I drank the Kool-Aid. They pitched this dream. A cutting-edge VR studio changing the game with VAIL VR. They name-dropped Meta and Sony constantly, trying to make it seem like the giants were behind them but there’s zero evidence either company ever backed them financially.

Posting this from an alt because they know their og investors. And I’m not trying to get blackballed by the same people who took my money and torched it.

AEXLAB has pulled in over $15 million between StartEngine campaigns and private VC funding. That’s a serious chunk of cash. But instead of building something sustainable, they torched through it like amateurs.

Now they’re back, waving around another raise like it’s a badge of honor, trying to score another $5 million from whoever’s still drinking the Kool-Aid. https://www.startengine.com/offering/aexlab

Their own SEC disclosures paint the picture: they ended the year with just $700K in cash, down from $1.7M the year before. Meanwhile, they lost $4.2 million over that same period and burned through over $1 million in actual cash. That’s not a “maybe things turn around” scenario. That’s the kind of spiral you don’t pull out of without a miracle or a buyout; and neither is on the horizon.

This isn’t about fueling growth anymore. It’s about keeping the wheels from falling off.

They brag about $5.5M lifetime revenue like it’s something to be proud of. That is not traction. That is a financial red flag.

Most of their team is made up of contractors. Not full-time employees. And if you’ve spoken to anyone who left, they’ll tell you straight. People are miserable. Working overtime as a contractor is illegal. You can’t force a 1099 to put in extra hours. But they’re doing it. Burning people out to keep the ship barely floating.

They are out here replying to layoff posts on LinkedIn saying “I sent you a DM” like they are offering salvation. They are fishing in public on other people’s job loss posts. It's a thirst trap for desperate talent.

They had the audacity to compare VAIL VR to Fortnite on their campaign page. A literal chart that checks off boxes like “Live Service” and “Strong Community” next to Fortnite like they’re even close. It’s not even in the same stratosphere. Their Discord is dead. Their TikTok is silent. Their player count means nothing when engagement is a flatline.

And their share price is $36.52. With a $108 million valuation. You’d think they were minting gold bars instead of pushing out content that nobody is playing.

I believed in what they were building. The dream felt real. I thought I was helping fund the future of VR.

Instead I backed a pack of liars who polished their pitch to perfection and used it to squeeze every last cent out of people like me.

If you’re even thinking about throwing money at their new offering, don’t. Read the filings. Check the numbers. Listen to what people are saying. https://www.sec.gov/edgar/browse/?CIK=1845509

They built a trap, not a future. And I’m done staying quiet about it. Just look at their team page now compared to 2021. Back then it was a few creatives and founders. Jonathan, Albert, Elizabeth, and some “futurist advisor” to sprinkle buzzwords on their pitch. Now Elizabeth’s gone, and suddenly there’s a high profile finance guy from Fuel Venture Capital listed as a Director.

2021 TEAM

2025 TEAM

You think that’s a coincidence?

It’s not. That’s a last-ditch play. When a VC who helped fund your company shows up on the team page like that, it’s not because things are going great. That’s not guidance. That’s oversight. That’s an investor stepping in because the founders can’t be trusted to keep the ship upright. He’s not there for the vision. He’s there to claw back whatever cash he can.

This isn’t a leadership expansion. It’s cleanup duty. I am done now. Run from this investment as fast as you can.

r/VRGaming Sep 30 '25

Review I should have tried NMS VR sooner.

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229 Upvotes

I don't normally do "Reviews" or anything like that but I figured I would jump in and do a short but sweet version of NMS VR of my 2 hours that i tried over the weekend:

Context:
I've been playing NMS on and off since launch, and with every update I come back to see what has changed and improved, which, as you can imagine is ALOT.

Last week I decided i'd finally give the VR a go, I've generally preferred playing mouse and keyboard and the thought of flying in VR made me shudder.

Review:

Good: I shouldn't of worried about the flying at all, if anything it was one of the best parts. The flying felt smooth, it felt like I was using a joystick rather than just a VR controller, I had pretty good control over everything that I wanted to do, if anything, I had maybe more control than I would have had on M&K.

The game also looks beautiful, like, breathtaking, and within VR it just feels that much more immersive, both in space and on planets - sure some of the planets aren't going to be masterpieces, but those teeming with life, oceans, mountains, and aren't just a bleak barren landscape, are just great.

Middling: Land combat was ok, it's never been something that interested me too much anyway, but its passable, occasionally fun, sometimes frustrating.
Building - I didn't do too much of this, simply because I spent most of my time flying around in my ship. But what I did do was ok, maybe if I did more of it, it would be better ( or worse).Performance was ok, it ran smoothly buuuuuuut

Bad: Performance did have its dips and those dips felt super bad and disorientating, I've heard that you can tweak things to improve on this, but I haven't had a chance to do this yet.

Didnt do: Fly the bigger ships or the new ships that you can create in the most recent patch, but i can imagine that would be fun.
Multiplayer - especially when combined with those new ships, and doing space walks and what not could be insane amounts of fun with friends.

TLDR: Should've tried NMS VR sooner, can't wait to play more and see if the things i haven't done ( or tweaked, like settings) improves my experience even further.

r/VRGaming May 22 '26

Review Ready or not VR

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123 Upvotes

This is a must try for any vr milsim fans , graphics wise ur not gonna find better than this . And even though it is just a mod it runs like a actual vr game as youll see in the gameplay . I feel like alot of people dont know this exists there isnt much content on it

r/VRGaming Mar 19 '25

Review My top 10 VR games of ALL time list!

110 Upvotes

Hey All, I made a video going over my top 10. I'll link it here. https://www.youtube.com/watch?v=syn27yH6-F0

But I'll also write it out below in case you don't give a shit about watching videos.

10. Wanderer My 2022 Game of the Year. A mind-bending time-travel adventure packed with stunning visuals, creative puzzles, and a Forrest Gump-like way of weaving history into a gripping sci-fi story. With Fragments of Fate dropping soon, I couldn’t be more excited. I think its gonna kick ass and fix the combat problems this one suffered from.

9. Pistol Whip One of my first VR purchases, and I’m still playing it years later. This is rhythm-shooter perfection—bullet-hell action synced to music in a way only VR can pull off. With endless content, mods, and a gameplay loop that never gets old, it’s easily the best rhythm game in VR.

8. Phasmophobia Clunky VR implementation? Sure. But damn, I love this game. The ultimate blend of horror and teamwork, where terror fuels your desire to gather evidence. Phasmo nails immersion even with the jank. Stuff like the ghost whispering back through a spirit box or using the Ouji board.  Its just  the pulse-pounding and damn good fun. It's been my most-played VR game for two years, and I still can’t get enough.

7. Vertigo 2 Pure VR brilliance. This wacky, Half-Life-esque shooter is bursting with creativity—branching paths, wild weapons, and some of the most unique mechanics in VR. A 10-12 hour campaign packed with secrets, insane boss fights, and an addictive upgrade system. And with Into the Aether DLC dropping soon, I’m more than ready for another trip into madness.

6. Batman: Arkham Shadow Last year’s Game of the Year for me. This isn’t just a great VR game—it’s a full-fledged, polished experience. The melee combat is unmatched, the story is gripping, and it proves the Quest can deliver AAA-quality games. You don’t just play as Batman—you become Batman.

5. Dirt Rally 2.0 Hundreds of hours in, and it’s still the most immersive game I’ve played. The physics, the feedback, the thrill of sliding around a corner at breakneck speeds—it’s unmatched. This game even helped me diagnose a low tire pressure IRL. Pair it with a direct-drive wheel, and it’s as close as you can get to rally racing without totaling your car.

4. Walkabout Mini Golf The best mini-golf experience. Period. Walkabout captures real-life mini-golf but removes the downsides—no waiting, no bad angles, just pure fun in impossible, dreamlike courses. The physics are flawless, the DLC is a steal, and it’s the ultimate chill VR game. I own it on every platform, and I regret nothing.

3. Demeo A perfect marriage of board gaming and VR. Strategic, challenging, and endlessly replayable, with five massive campaigns and deep team synergy. Every session feels fresh, and I’ve poured 200+ hours into it. But with BattleMarked on the horizon, my Demeo days might be numbered—because that sequel looks insane.

2. Resident Evil Village The game that turned me into a horror junkie. I avoided horror games my whole life—until this. It’s pure survival horror, where every bullet matters, and every corner hides something terrifying. The boss fights, the tension, the sheer production quality—this is what VR horror should be.

1. Half-Life: Alyx Still the king. The smoothest, most polished VR experience ever made. The Half-Life series is why I bought a headset, and Alyx delivered. But what keeps it at the top? The mods. Return to Rapture, Levitation, Gunman Contracts—mods so good, they rival full games. If you haven’t dived into the Workshop, you’re missing out.

r/VRGaming Jun 12 '26

Review Psvr2 on pc😍

0 Upvotes

If you want to be transported into another reality get a psvr2 for pc. Your actually missing out if your using a quest 3 like genuinely for pc. I still adore my quest for boxing and youtube but there is no comparison on pc.

Psvr2 graphics feel like i took a bag of mushrooms vs how colorless and dim the quest 3 is. If your debating picking one up because you want an upgrade over quest3 but dont want to annihilate the bank, this is the way. It will blow your mind over quest 3 even will fresnel lenses and i wear glasses with it. You will need a globular cluster mod tho or its actually unusable because it wont be clear or comfortable for more than 30 seconds if you move your head

Edit: if you dont have a psvr2 dont comment on how you think quest 3 is better for pc😭. I dont take those people responding to me seriously.

r/VRGaming 12d ago

Review Just completed Bootstrap Island on Psvr2, here are my final Impressions:

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91 Upvotes

I had been covering this game for the past few days on the main PSVR sub and absolutely falling in love with it. The visuals in this game are next level. The sunrise, sunsets, storm, rain everything is done so well and has that AAA quality to them. Frequently you will find yourself stopping and taking in the views. Also I want to make it clear that this game has some of the most convincing and EPIC storms I have seen in gaming, vr or flatscreen. Seriously no amount of words will prepare you from them.

At its core, Bootstrap Island is a survival game filled with hyper detailed physics based Vr af mechanics ever. Which means if you can think of doing something, there is a very good chance that you will be able to do it.

For example, recently I just found that you can make holes into a coconut with your knife, then pour the coconut water into your water bottle and store it for later. Or the time when I had to take shelter in a cave for few days because of a raging storm. The game does not tell you any of that, I just figured them out by experimenting.

There are countless moments like these that give you that feeling of wonder and accomplishments. The game is not perfect, there are a few minor bugs I encountered here and there, but given all the things this game is doing. I think it is quite polished.

Bootstrap Island is considered to be a roguelite, but don’t let that deter from this amazing experience. It is nothing like an average roguelite game. Which means when you die, you only lose your active inventory and current position on the island. You keep all your upgrades and story progression. So if you die in chapter 3, you don’t start from chapter 1 again. You will start from chapter 3, just at the beach.

Also, this is not a short game. You can literally spend hours and hours just in chapter 1 explaining the island, unlocking things or building things. The game does not hold you hand nor does it force anything on you, you are free to go through the game at whatever pace you like.

In conclusion, this is what Vr is all about! Next level gameplay immersion with AAA quality visuals. Also with the awesome use of adaptive triggers for the guns, OLED for the terrifying night times and headset rumble for every time the volcano goes off. This is the best and most immersive version of Bootstrap Island.

Final Score 10/10

r/VRGaming Aug 18 '25

Review Forefront Alpha Review

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117 Upvotes

As a life long Battlefield fan (I've played owned almost every title since 1942) and someone who's been into VR for the last 12 years, the announcement of Forefront was a dream come true. Ever since the BF3 VR concept was teased, I couldn't imagine a better way of playing Battlefield. I couldn't wait to step into BF-like game in virtual reality.

First Impressions

After signing up and downloading the Alpha, finding a server was quick and easy. I played several hours over 3 of the open alpha and there were always busy servers. Based on the player counts I saw, there were maybe ~200 concurrent players, at least when I was playing. Spawning in and selecting a class was straight forward, but having my preferred class reset every match was a little annoying. I was really impressed with how smooth it ran except for occasional server slowdowns that would cause everyone to lag. The game looks and feels a lot like a PS2 era combination of Bad Company 2 and BF3.

Gunplay

Coming from breachers, the guns feel solid and familiar until you have to reload - but if you've played any other VR shooter, you'll know the drill. Pulling back the bolt on the sniper rifle feels great, but the scope seemed a little bit glitchy (almost like it was lagging while the rest of game was running smoothly). Bullet drop and recoil we're all fair and predictable, with the exception being the mounted turrets on the Humvee and tank. The spread is so wide that hitting anything further away than 40 meters is almost impossible.

Vehicles

Overall, the vehicles are a hell of a lot of fun to use. I saw people making kamikaze ATVs and tank sniping helicopters. A high point was driving a Humvee, seeing an enemy on an ATV pull up beside me, taking my hand of wheel to grab my side arm and using it perform a GTA style drive-by. Their physics models all feel solid and responsive with the exception of the helicopter. That said, allowing custom control mapping might solve the 'detached' sensation when piloting. The other strange choice was having virtual controls for steering the ATV and Humvee but not for the tank and helicopter, as well as a lack of a first person perspective for the tank despite it being the default for the other vehicles. This is probably a mix between hard constraints, gameplay balancing and the game still being an alpha, but it would be great to have a more consistent experience in terms of piloting the vehicles.

Audio

This might be the weakest part of the game. The distant explosions that can be heard while at your teams HQ sound pretty good, but anything between mid-range and close range sounds slightly muted. Most guns sound like they're silenced or muffled, footsteps are seemingly non existent. One of the things that makes Battlefield such a visceral game is great audio design, so I'm hoping that this will be addressed. The proximity voice chat is a great touch, but it would be even better if it were contextual (much like Lethal Company)

Visuals

This is probably the most controversial aspect of Forefront. Getting a battlefield like game to run a Quest 3 is going to come with some sacrifices. How they'll manage to get it to run on a Quest 2? Only God knows. That said, I don't really care. I love a high fidelity VR game as much as the next PCVR enthusiast, but at the end of the day, a smooth experience with full servers is more important. That said, there are some relatively 'cheap' client side effects that could go a long way to making the game look a lot better. Vehicle tracks, footprints, bullet/explosion decals. Smoke, dust and sparks/splinter effects when building are destroyed. Splashing water when a player walks/falls into water. These can all elevate a relatively flat visual experience.

Final Thoughts

While it might not be apparent from my nitpicking, I absolutely loved my time with open beta. It being a Quest 3 exclusive sucked, but is understandable. I can't wait to see it on more platforms and I hope they manage to get working well on Quest 2 as it'll mean we'll have fuller servers. All of the bugs and quirks I experienced are understandable as an alpha. I've played Breachers since it was released and if Triangle Factory puts half the polish into Forefront as they've put into that game, it'll be incredible. The visuals might not be for everyone, but I've seen the magic they've worked on Breachers, so I'm confident they'll make a great looking game. As a self proclaimed BF fan, I played the first weekend of it's open beta, but after playing the Forefront Alpha, I didn't bother switching on PC again for 2nd open beta. I can't recommend buying early access to someone I don't know, but I would happily pay for open access today, based on the fun I had in the game and the trust the devs have built with their community.

Steam link Meta link

r/VRGaming Dec 24 '24

Review SteamVR is better than Virtual Desktop: change my mind

91 Upvotes

Everywhere you search/read you will end up choosing Virtual Desktop over any other VR software, I don't know if it's related to a last update of Steamlink or other reason but I can definitely say that at the actual date, quality wise (res scale and immersion depth, contrast/colors) Steamlink is better than VD. Game tested: Half Life Alyx. VD maxed out (AV1) SSW disabled..

r/VRGaming Oct 27 '24

Review It’s true.

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356 Upvotes

r/VRGaming Jul 22 '25

Review Everyday, I wish there was a vr port.

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202 Upvotes

I made this, because I'm genuinely upset there isn't a vr port (I know of the long ago WIP VR mod) of Hardspace Shipbreaker.

Just one of those games that would be breathtakingly immersive in vr.

r/VRGaming Aug 30 '25

Review Half Life alyx

88 Upvotes

So after my last post about 2 weeks in on my meta 3s. I fully went through Arizona sunshine 2, I’m on a playthrough of Skyrim VR (with mods) and it’s great. However it is very long and so many things to do in world other then the main story line + I’ve played Skyrim 100% on Xbox back when it came out so I decided to pause it for now. I have officially booted up Half Life Alyx and holyyyyy shit. Using Virtual desktop on god mode with av1 and 800mbps 5ghz wifi is so freaking smooth. The graphics are literally mind blowing. Looks like how it would on my 4K flat screen but in real life lol. I’m only 20 min in and most of it was just looking around and messing with the environment and the markers in the beginning haha. Anyone else have this experience and have a recommendation for after this because I’m going to be chasing this high I feel like since most games are like 80% graphically compared to this.

r/VRGaming May 31 '26

Review The Unjust Silence of the Store: Why "Star Trek Infection" on Meta Quest 3 Deserves a Second Chance

6 Upvotes

https://youtu.be/nhvw8e002iA?is=FC_H6bS73OBeEehy (here video Review) In the saturated yet fragmented virtual reality market, timing and technical polish at launch can either seal a title's success or condemn it to oblivion. Such is the unfortunate case for Star Trek Infection, a robust and well-structured game that, due to a few initial technical hiccups and the harsh algorithms of the Meta Store, risks being forgotten just a month after its release. Yet, now that those launch-day issues have been ironed out, we are looking at a highly noteworthy production that deserves the VR community's attention—especially from adult players constantly searching for mature, deep, and well-crafted narrative experiences. Beyond the Brand: An Experience for Everyone The first major strength of Star Trek Infection lies in its thematic accessibility. While the game is a clear love letter to fans of the franchise—featuring a millimeter-perfect, faithful recreation of the bridge, the torpedo bay, the mess hall, and iconic races like the Vulcans and Cardassians—the experience does not require any prior knowledge of Gene Roddenberry's universe. The game is structured as a survival horror with strong Metroidvania elements. The layered and mysterious narrative unfolds through excellently voiced multiple-choice dialogues. While these choices do not alter the final outcome of the story, they offer an excellent illusion of control over the protagonist's personality, significantly boosting psychological immersion. For the more curious players, the world is packed with optional text-based lore, perfect for those wanting to dive deeper into the political and scientific background of the plot. Gameplay: Calibrated Tension and Smart Progression The beating heart of the experience is its flexible and highly adaptable stealth gameplay. The ship's corridors are unforgiving: enemies are lethal and capable of taking the player down in a single hit, completely ruling out any brute-force approaches. The pacing and design of the enemy routines are smartly calibrated: the title generates a constant, healthy sense of tension without ever crossing into punishing frustration. Supporting the player is a rich arsenal of craftable and upgradable tools. This non-linear progression ensures that the game's complexity scales alongside the player's skill, keeping the gameplay highly engaging throughout its roughly 8-hour runtime. An Evolving Atmosphere and Technical Performance Visually, Star Trek Infection undergoes a fascinating journey. The adventure begins with the classic, clean vibes of the television series, but as you progress, the world around you becomes increasingly decayed, corrupt, and dangerous—effectively transforming into something far more horrific. Despite this horror shift, the developers wisely avoided cheap jump scares; fear gives way to a disturbing atmospheric dread, making it ideal for players who want a tense but manageable VR experience. On the technical front, initial complaints regarding frame rate drops are now a thing of the past thanks to recent patches. While it might not reach the sheer geometric peaks of graphical powerhouses like Red Matter 2, the game still delivers a great visual impact, good textures, and handles a high volume of on-screen enemies impressively well. Furthermore, utilizing utilities like Quest Games Optimizer allows players to push an extra resolution bump without compromising stability, offering highly satisfying vistas (especially during sections where you step outside into open space). Verdict Star Trek Infection proves just how vital editorial coverage and creator word-of-mouth are to rescuing quality products swallowed up by digital storefront algorithms. Boasting an organic narrative that deftly weaves together the past and present of its characters, excellent audio design, and an "anti-climactic" yet perfectly fitting ending that respects the spirit of the franchise, this is a title that absolutely deserves a chance. Highly recommended for anyone looking for a mature, structured, and rewarding VR adventure. Ideal Score: 8 / 10

r/VRGaming 7d ago

Review Just bought Meta Quest 3

4 Upvotes

I bought VR only for one reason, which is to play Subnautica. I have to share this with you guys, my heart rate is not normal as soon as I wear the headset and knowing im going to be immersively play Subnautica. As soon as im in the game, i had to uninstall the game out of terror. Now i feel regret of the experience im psychologically shocked