With the first hardware in the hands of some tech youtubers and open registration for the headset on steam, what is the state of VR in Godot?
Are there any issues with the VR controllers or the Steam Controller in Godot?
The headset running Linux is a huge plus, definitely one of the most interesting things about it to me.
I own two old Oculus Rifts, but since Meta bought them, they’ve just been paperweights to me. Never wanted to set up a Meta account. I have build some prototypes in Unity for the HMDs.
Thinking about getting back into VR experiments, only in Godot this time. Anyone here have any early experience with the Steam Frame yet?
Will the foveated rendering be available in Godot?
I’m impressed, that Half Life Alex will run on the device. Some interesting background infos in this video:
Took me way to long to set it up under Linux with an older kernel. But now it’s working fine. I love that the frame is a standalone Linux device, really open for tinkering with it. Wireless streaming works like a charm for PCVR.
Other devs here building for VR with Godot?
@mux213 What are your suggestions to dive into development for the Frame? It’s all a little bit overwhelming and that with some Linux and VR background in my bag.
For now I’m just gaming … fatal that there is a steam sale at the moment. Not tested Godot or Blender yet, native on the device or streamed.
It’s crazy and little bit concerning, how many mods there are popping up, to inject VR into old titles.
That’s only possible because of AI. It’s not all vibe coded, but AI can do all the boring stuff to reverse engineer and to build the api interface. Before it wasn’t feasible to tackle such a task with only a few people.
As for AI, I would be careful there. XR is still fairly new ground with not a lot of resources for AIs to be trained on. It’s just as likely to give you horrible implementations as good ones, and with more and more people using AI, it’ll learn on its own horrible output.
It is probably a userful tool for the investigation stage of modding, but I wager that any good mod is written by people with the required experience.
Thanks for your links.
Yeah, I’m more on the skeptic side of AI, when I run tests it’s on a dedicated system and I’m cautious with mods that I run on my systems. I don’t want to vibe code Godot VR apps. It was just an observation of the development in the modding scene and the usage (with a lot success) of such agentic systems. They are a little bit too capable for my liking. It’s crazy what they can generate.