Audio glitch, please help
So, whenever I record, either using controllers, or going in the meta quest thingy to record, it doesn’t include the “include mic audio” feature, but it still record my mic. The only problem is, when I record I don’t hear the game’s audio. Only the sound of my voice, there could be a loud jump-scare, a kid saying racist things, nothing. Only my voice. It only records the games audio when the game has its own camera, like how gorilla tag has a camera inside the game itself. Can someone help me? (Meta-quest 3s btw if that’s necessary)5Views0likes0CommentsAchievements Done Right
Why? Currently achievements on meta quest are almost meaningless while even having a designated app almost nobody uses called "scoreboards". I was thinking achievements should get revamped and heres how. How? For users: achievements should be displayed on the control panel and notification panel with a new app introduced named "Achievements" Achievements should have tiers like playstation and xbox. Tiers going 1 (worst) and to 4 (best) Bronze - minor achievements Silver - normal achievements Gold - challenging achievements Platinum - extremely hard achievements (All with complete different sounds for each tier, with platinum being the "best sounding" tier.) For developers: add tools for developers to add tiers for specific achievements.6Views0likes0CommentsLists of killer apps and games by user ratings - for the Rift hmds and Quest 1 - 3 with Link
UPDATED JULY 2025 Note that due to the malfunctioning Meta phone app, you cannot find all games using the phone app. Also the PCVR Store shown in the Meta PC App may no longer include all games, but using a normal PC, this link should work: https://www.meta.com/experiences/pcvr/ If you cannot find a game in the Store, try searching for it in the Store or using an Internet browser. Searching on the internet, to avoid Quest standalone versions, just add the word "Rift". To get an overview, here're lists of the highest rated games and apps for the Oculus Rift hmds and for Quest 1 & 2 with (Air)Link. If you're new to PC-VR, maybe these lists can be of inspiration - and maybe even old-timers can find stuff they've overlooked... To be included at least 40 users must have rated a game or an app, and the average user rating must be at least 4.5 stars out of 5 (= 90 % or better) - based on user ratings in the Oculus Rift Store (Steam games or apps are not included). Maybe we could call these lists for grade "A" games and apps - or simply current Rift killer games and apps 😉 And why the need for 40 user ratings? In the Oculus Rift Store there are many games and apps receiving high ratings, but to provide sound statistics it's not enough with just 3 user ratings - or 10 - or even 20. I've chosen 40 because it's close to the minimum number of individuals I'd want in a group, if I was trying to get some robust statistics after collecting answers to a questionnaire (for a medical trial and similar investigations). I've provided the current number of user ratings for each game or app, so if some readers only trust average ratings based on 100, 500 or even 1,000 user ratings, the lists will accommodate for such preferences. Note that these lists are not influenced by my preferences - I'm just the guy counting user ratings and associated average ratings o:) Also note that new awesome games or apps may not yet be on the lists due to an insufficient number of user ratings. Highest rated Rift games: 98% average rating The Room VR: A Dark Matter (369 ratings) Altdeus: Beyond Chronos (68 ratings) 96% average rating Beat Saber (13040 ratings) Moss (852 ratings) Golf+ (1067 ratings) Walkabout Mini Golf (239 ratings) Red Matter 2 (70 ratings) I Expect You to Die 2 (45 ratings) Merry Snowballs (44 ratings) - removed from the Store and Steam (Feb 2020) 94% average rating Robo Recall (11352 ratings) Lone Echo (5283 ratings) I Expect You to Die (1273 ratings) Brass Tactics (764 ratings) Trover Saves the Universe (303 ratings) Until You Fall (198 ratings) Racket: Nx (103 ratings) Airtone (99 ratings) - removed from the Store (maybe Jan 2021), still available on Steam 92% average rating Blaze Rush (780 ratings) Five Nights at Freddy's VR: Help Wanted (778 ratings) Space Pirate Trainer (726 ratings) Vox Machinae (390 ratings) Vacation Simulator (383 ratings) Final Assault (273 ratings) - removed from the Store in 2024, still available on Steam Keep Talking and Nobody Explodes (233 ratings) The Invisible Hours (228 ratings) - removed from the Store in 2025, still available on Steam Bending the Light (174 ratings) Virtual Virtual Reality (114 ratings) Synth Riders (115 ratings) - removed from the Store in 2024, still available on Steam Hyper Dash (99 ratings) The Under Presents (58 ratings) Crisis VRigade (55 ratings) Mini Motor Racing X (49 ratings) Down the Rabbit Hole (49 ratings) 90% average rating Vader Immortal (5609 ratings) Blade & Sorcery (4189 ratings) Superhot VR (3690 ratings) Asgard's Wrath (3585 ratings) Elite Dangerous (2566 ratings) Stormland (1946 ratings) Boneworks (1526 ratings) Job Simulator (1489 ratings) Eleven: Table Tennis VR (813 ratings) In Death (726 ratings) The Thrill of the Fight (620 ratings) Brass Tactics: Arena (481 ratings) Windlands (388 ratings) Audica (368 ratings) - removed from the Store in 2023, still available on Steam Racket Fury (346 ratings) - removed from the Store in 2025, still available on Steam Witchblood (265 ratings) A Fisherman's Tale (224 ratings) Raccoon Lagoon (217 ratings) Form (206 ratings) Thumper (196 ratings) Into the Radius (193 ratings) Journey of the Gods (134 ratings) Shadow Point (117 ratings) Catan VR (95 ratings) The Gallery - Episode 2: Heart of the Emberstone (79 ratings) Jet Islands (78 ratings) Iron Wolf (74 ratings) Shooty Fruity (65 ratings) Psychonauts in the Rhombus of Ruin (45 ratings) Audio Trip (44 ratings) Highest rated Rift apps: 98% average rating Art Plunge (79 ratings) 96% average rating Wolves in the Walls (1147 ratings) - removed from the Store in 2024, not available on Steam Oculus First Contact (1249 ratings) 94% average rating Crow: The Legend (891 ratings) - removed from the Store in 2025, not available on Steam Show It 2 Me (203 ratings) Electronauts (104 ratings) Sky VR: Hold the World (83 ratings) - removed from the Store in 2025, not available on Steam Get Lost in Nature with Luke (70 ratings) 92% average rating Aircar (2455 ratings) 1943 Berlin Blitz (1032 ratings) Allumette (870 ratings) Dear Angelica (882 ratings) Fantasynth One (568 ratings) Dance Central (350 ratings) - removed from the Store in 2024, not available on Steam Sensor Bounds (223 ratings) - removed from the Store in 2022, not available on Steam Apollo 11 VR HD (209 ratings) Wonderful You (155 ratings) - removed from the Store in 2024, not available on Steam The Bond (133 ratings) - removed from the Store in 2024, still available on Steam for free Beach Body Bros (117 ratings) Spice & Wolf VR (57) ratings) Jig Space (47 ratings) Breath Tech (45 ratings) 90% average rating Google Earth VR (8776 ratings) Henry (1178 ratings) Wrench: Engine Building Demo (330 ratings) Sharecare VR (300 ratings) - removed and replaced by a new and updated app Tilt Brush (268 ratings) Arden's Wake (44 ratings) Chroma Lab (42 ratings) - to find this game, search for "Chroma Lab Rift" on the internet BTW, to make these lists I selected the Oculus Store category containing all games and apps, organized the items according to user ratings (highest ratings first) and then - one by one - checked the number of ratings and the average score. Finally we could also check which game or app (with an average user rating of at least 90 %) has the most votes in total - and the winner in each category is: Rift game with the most ratings Rift app with the most ratings30KViews9likes181Comments- 40Views0likes0Comments
The "Why I Still Love My Oculus Rift CV1 in 2025" Thread
I've gotten slightly tired of repeating all the awesome stuff about the Oculus CV1 on Oculus Subreddit and in here - so why not try to collect all the great arguments for still using the Rift CV1 in a thread? 1. It's oled. Even with the oled mura (SPUD) Rift CV1 is still a lot darker than lcd hmds. It may not matter to all, and sure you can live just fine with lcd, but for those of us wanting to experience a really dark night in Skyrim, wanting to have true night vision in Saints and Sinners (and not constantly needing a flashlight) - and to enjoy all the very dark horror games - oled is still king. Although Rift CV1 and the original Vive aren't completely the same, they both use oled panels - and these results indicate differences in blackness comparing oled (Vive) and lcd (Index) hmds: "Black level in nits: Index: 0.153 Vive: under 0.02 with true blacks turned off via black smear compensation (default). Vive: 0 with true blacks turned on, black smear compensation disabled via running the headset in secondary display mode." https://www.reddit.com/r/ValveIndex/comments/c5sxu5/brightness_blackpoint_and_gamut_measurements_of/ In a few games, like Saints and Sinners - and Westworld Awekening - I found some very dark locations where I basically can see nothing using the Index (lcd), while I clearly can make out objects using Rift CV1. In those cases Rift CV1 provides true night vision, while lcd cannot show very poorly illuminated objects making everything vanish into a grey lcd-fog of pure nothingness 😉 That's probably why all the otherwise dark tunnels in Alyx are lit up with so many lamps, because you need light to create great blacks using lcd, and Alyx was made for lcd (Index). Also having oled or not in extremely dark games like Phantom Covert Ops is the difference of being able to see all the awesome tiny ripples and subtle reflections in the surface of the water or not. 2. Sound is second to none using the CV1, primarily the deep bass, thanks to the awesome Rift CV1 headphones. Even Index cannot provide the same bass as CV1 - at all. It's very easy to test. Try the song Embers in Pistol Whip and compare CV1 with whatever hmd you'd like. Even Index has close to no bass in that song, while the CV1 is simply perfect - the difference is close to day and night: Also the larger Oculus exclusive games took years to make, like Asgard's Wrath, Stormland, Defector and Medal of Honor: Above and Beyond. Although such games were launched when Rift-S and Quest 1-2 hmds were available, these games were primarily developed using Rift CV1 hmd. In short, if you do not use Rift CV1 for these games, you're not experiencing sound effects and music exactly like the devs intended. This may mean you're getting too much or too little bass, and that may affect immersion. Maybe casual gamers don't care about this and might even accept the extremely poor piped-audio quality of Rift-S and Quest hmds, but getting the optimal sound experience should matter to audiophiles and enthusiasts. 3. Rift CV1 Touch controllers are built like tanks. Using Oculus subreddit, the amount of photos showing broken Rift-S and Quest controllers are numerous, and there have been many statements about the poor quality of newer controllers, also including Valve Index controllers. The new Reverb G2 controllers do not get a lot of love too, but more due to design and weight distribution. Instead, old Touch are still considered the reference when it comes to quality, design and durability. Batteries may even last for months - while some never controllers (like for the Reverb G2) may eat up batteries like there's no tomorrow 😉 4. Tracking. Although having sensors is quite a hassle for those needing to set them up for each VR session, permanently placed sensors provide next to no inconvenience and provide a level of tracking probably only beaten by the base stations used for Vive and Index hmds. Having used the Valve Index for 19 months, I really do not notice much difference between CV1 and Index tracking, which is a testament to the awesome tracking provided by the CV1. Although CV1 isn't included here, Index tracking was scientifically measured to be extremely much better than what inside-out solutions provide: Results - tracking accuracy - lower scores are best (hint: Cosmos did not win ;)) https://forums.oculusvr.com/community/discussion/91998/mirror-mirror-on-the-wall-which-one-has-the-best-or-worst-tracking-of-them-all I would be very surprised if Rift CV1 is much worse than Index. Using Rift CV1 360 degrees tracking (needs at least 3 sensors) you can hold your hands on your back for as long as you'd like - you'll never lose tracking. And you can play in a totally dark room, you do not need any light for perfect tracking. Also kojack compared CV1 tracking here to both HP Reverb G2 and the Quest 2 - I hope he doesn't mind quoting him here: "Tracking seems fine on the (HP Reverb) G2, it just has way worse coverage. It's too easy to lose sight of the controllers below or near the headset. Hold your hands out in front and they seem ok. While moving around the WMR home scene, there's big panels to look up at and I kept the controllers at waist level. The laser pointers on the controllers made it obvious every time the position tracking dropped out when I tilted my head up a little. CV1 tracking is great, I prefer it to anything else. Q2 (Oculus Quest 2) tracking seems ok, but also has worse coverage than CV1. For example in Audica, if I try to throw the guns underarm from a resting position, they just release from my hands and float at my side, while on the CV1 they'd be thrown correctly." https://forums.oculusvr.com/community/discussion/91084/hp-reverb-g2-available-pre-orders-up-november-release-date-confirmed/p39 5. Using temporal antialiasing (TAA), which is used for DLSS, does not create a blurry image with the Rift CV1. Some may not be aware of this - and that's entirely plausible for those never having tried using an oled hmd. In games like for example MADiSON VR, Metro Awakening, Riven. Ark Park, Robinson the Journey, Asgard's Wrath and Stormland, enabling TAA or DLSS using a lcd hmd easily creates a very blurry image quality. Like having your eyes dropped with liquid butter - or something. Using TAA or DLSS with Rift CV1 you get super-sharp image quality, maybe due to the screen-door effect (SDE) fooling our brains to experience a holistic and sharp image by filling out the blanks (blanks = the black stripes between rows of lit pixels which essentially make up the SDE). Furthermore, compared to other kinds of antialiasing like MSAA, TAA or DLSS does not cost a lot of gpu performance. Having to replace TAA or DLSS with 4xMSAA (or worse) may provide ok-ish image quality by severely reducing frames per second (fps), especially when combined with high levels of super sampling (ss). 6. Some games profit from the SDE and reduced res of the Rift CV1. Although many are annoyed with the Rift CV1 due to the low res and especially the SDE, sometimes the SDE can be a friend. Using high res lcd hmds with tons of subpixels may provide clarity so far ahead of the Rift CV1 that there's really no comparison. Unfortunately such clarity may also reveal tons of flaws and shortcomings in many (older) VR games. Using high-res lcd hmds, low res textures may easily be spotted and may reduce immersion. The advantage of the Rift CV1 SDE may in many cases be like having scanlines in MAME games (MAME = Multiple Arcade Machine Emulator) - or just an interlaced image quality. Remember how some games looked on lcd monitors, when some of us switched from using CRT monitors (or TVs)? The difference in image quality using Rift CV1 or a newer high-res lcd hmd may easily be like: Image quality with scanlines (like CV1 SDE) Image quality with no scanlines (like modern high-res lcd hmds) There are many games where low-res textures look so much better thanks to the Rift CV1 SDE, while everything looks a lot more pixelated using high-res lcd hmds. Again a game like Phantom Covert Ops comes to mind - that game looks great using Rift CV1, but using Index you can easily see all the ugly low-res textures. Even a game like Arizona Sunshine looks so much better using Rift CV1 due to lack of jaggies and it's much harder to notice any low-res textures. One thing that amazed me in that game was the thorns on the cactus plants which looked very real using Rift CV1 ss 2.0, but using Index it's so easy to see the low-res 2D thorns on the plants which now looked incredibly fake and thereby broke the immersion. 7. Physical interpupillary distance (IPD) slider. With the Rift CV1 you do not just have one big panel like in Rift-S and Quest 2, but you have two separate oled panels. One for each eye that can be physically moved. This allows for simply perfect IPD adjustment (or close), covering IPDs from about 58 to 72 mm, probably only beaten by the original Vive hmds allowing for up to 73-74 mm. Rift S is more or less locked to 64 mm, while Quest 2 has three locked positions (58, 63 and 68 mm). 8. Comfort. This is a matter of individual preferences, but it's my impression that many still find the comfort of CV1 as second to none. Personally I do find CV1 comfort a lot better than the Valve Index, even though the Index is great. With the small weight of 470 grams and the way you wear the CV1 hmd, I rarely notice it's on my head when I'm using it. 9. Using high levels of super sampling, visual acuity may be a lot better than many persons seem to believe. Having tested the Rift CV1 with high levels of super sampling I found some quite surprising results. This is a comparison of how many meters you can go back from a text and still be able to read it - note that higher res provides increased ability to zoom out while still sharply seeing objects and textures: Rift CV1: Ss 1.0 = 4 meters Ss 2.0 = 6 meters Valve Index: Res 100 % = 4.5 meters Res 200 % = 6.5 meters Source: https://forums.oculusvr.com/community/discussion/91907/testhmd-fov-sde-res-super-sampling-the-rift-s-against-everything-else/p1 I consider these results quite amazing, and they prove that increasing levels of super sampling has a profound effect on Rift CV1 image quality. I've heard several CV1 users say that you don't benefit from more than ss levels 1.3 to maybe 1.5 using Rift CV1. That's why we need science and to test subjective experiences thoroughly. Properly testing the Rift CV1 there's even a noticeable difference comparing ss 2.0 and 2.5. Going from ss 2.0 to 2.5 will probably require a RTX 3080/3090 or better to get 90 fps in many games, and the difference between 2.0 and 2.5 is more subtle than going from 1.5 to 2.0. For many it may come as a great surprise that perceived sharpness and ability to read signs etc. (=visual acuity) may really not be much different using Rift CV1 ss 2.0 or Valve Index res 200% - even though persons subjectively may feel that the res is so much better using a lcd panel with tons of subpixels, like the Index. 10. Many games were made for oled hmds - thus using an oled hmd may be the only way to play these games "the way it's meant to be played". This is one issue I've become more and more aware of since I got the Index. Many games made for Rift CV1 simply don't feel "right" using other solutions than the Rift CV1. Chronos may be a nice example. Chronos plays nicely using the Valve Index, but even forcing res 200% I can still see some jaggies and pixel crawling. And the blacks, textures and colors are nice too, but seem to lack something here and there. Now, using the Rift CV1 ss 2.0 there's simply no doubt I get the vision the devs intended to provide. I no longer see jaggies, and blacks and colors look the way the should - and I no longer notice any textures I think would benefit from a slightly higher res. Same with Mage's Tale: using lcd many surfaces look fake, like made of melted plastic - gold surfaces look fake - but using Rift CV1 everything looks so much more real, even including the gold. In short, there are still many of reasons to love the old Rift CV1. Even if the competition is fierce these days, there are many games and apps where the old Rift CV1 stands tall and bows to no one. I've probably missed something - do let me know in a post below, if there're even more reasons to still love/like the Rift CV1! 🙂81KViews25likes186Comments[UNRESOLVED as of May 30, 2024] - Quest 3 Controller Tracking Issues
update May 30, 2024: There have been no updates/improvements to controller tracking since Meta Support marked this as solved! Community consensus seems to be that this issue stems from hardware/software limitations with the controllers, specifically the method of tracking (as a software developer working specifically in the machine learning and computer vision space, I agree that this technology is not particularly robust enough to handle some types of movement). If you play games that require fast hand movements and/or dynamic hand positioning, I would recommend not buying a Quest 3, unfortunately. I've heard some anecdotes regarding improved tracking with the Quest Pro controllers, but the improvements are marginal at best - not worth the additional ~$300 for minimal performance gains IMO. My personal recommendation is to stick to Quest 2. Not to detract from the various improvements that the Quest 3 has brought (e.g., color passthrough w/higher resolution, better hand tracking, higher overall hardware specs compared to Quest 2, etc.), but Quest 2 controller tracking is significantly better than the Quest 3's. Ideally, my hope is that Meta will push an update that allows for pairing Quest 2 controllers with the Quest 3, but as of right now, that's just a pipe dream as Meta has given no indication of making these headsets/controllers backwards compatible. While I'm (naively) hopeful that things will change, realistically speaking, I have 0 expectations and a lot of disappointment. tl;dr: I've had a Quest 2 for almost 3 years. I received my Quest 3 today and was very excited to use it. Controller tracking performance is much worse than the Quest 2, at least in the context of games where you swing your arms as fast as you can. This was not a problem for the Quest 2 (unless controllers were physically damaged, e.g., hitting a wall, dropping them, etc.). Don't buy if you play games like Gorilla Tag, Beat Saber, Synth Riders, or any of the other games mentioned throughout this thread!!! Question: Are there ways to modify the Quest 3's controller tracking such that fast hand movements won't be affected by the prediction-like behavior where the in-game hand moves farther than you swing? When I perform a baseball throwing movement with my hand/arm, the tracking will not keep up and it ends up losing my hand's position for a fraction of a second, causing my in-game hand to be positioned farther away than my hand actually is (this is not an issue with Quest 2 controller tracking). Details/Context: I primarily use VR for exercise, and I mostly play Gorilla Tag. Gorilla Tag is a game where you play as the upper half of a gorilla, using your arms as your means of locomotion. Basically, you use your arms as if they were your legs, and you can run, climb trees, wall-run, etc. It's an infection-based tagging game where you join a lobby of up to 9 other people, and the game will randomly select a player to be the first tagger. The tagger(s) will continue tagging until everyone in the lobby has been tagged (infection-style), and then a random player will be selected as first tagger; this pattern just continuously repeats. While the learning curve is pretty steep to play at a high level, there is a growing community of players who are very competitive (approx. 10-20k players based on the communities I participate in - Competitive Gorilla Tag on Discord and Gorilla Tag Competitive on Discord). As a prominent member of this community, people have been seeking my feedback on whether or not the Quest 3 is worth it. While I feel that a majority of the new features are amazing, I have had issues with the controller tracking. Gorilla Tag is an active game where you're constantly swinging your arms as fast as you can to travel around the map(s) to avoid being tagged. The primary player base for the game is Quest 2 users. Aside from physical damage, most players have not had any problems with controller tracking on the Quest 2, aside from when the controller goes out of the tracking range of the headset (as expected). However, the Quest 3 controllers lose tracking during medium-fast to fast hand movement (medium-fast: like playing catch with a friend; fast: throwing a baseball as hard as you can). The consequence of this in the context of Gorilla Tag is that your in-game arm extends to the game's max arm length frequently, causing your hand to collide with the wall/tree/ground and launch you away from the surface. This is a big issue for games/activities involving fast-paced hand movement as it's not nearly as reliable as the Quest 2 controller tracking performance.Solved178KViews48likes517CommentsArizona sunshine 2 quest 3 low memory crash since march update
Hi All, Since I updated arizona sunshine 2 I now get low memory error and it crashes. I noticed during the update that I had to delete some programs because the app has gone from 12.5 gb to 25gb. Was there a high texture pack upgrade? Because it looks like the quest 3 can't handle it. Please advise how to roll back so I can finally finish this awesome game. Awaiting your reply.Solved6.7KViews2likes12CommentsKayak VR: Mirage - never has VR kayaking looked so good! Native Oculus drivers are supported!
Might be more of a kayaking simulator and looks jaw-droppingly good: This looks like one of my favorite kind of apps - where you try to recreate the real thing as good as you can with current gpus in VR. The app/game/sim isn't out before March 2022, and you can expect system requirements to be extremely high - right now devs expect: RECOMMENDED: OS: Windows 10 Processor: Ryzen 3600 / Intel i7 9600K Memory: 16 GB RAM Graphics: Nvidia Geforce 2080 DirectX: Version 11 Storage: 10 GB available space DLSS will be supported for RTX gpus, thus this is truly high-end PCVR. More info here: https://store.steampowered.com/app/1683340/Kayak_VR_Mirage/ https://www.vrfocus.com/2021/07/kayak-vr-look-stunning-in-early-gameplay-footage/ Some shots: Note that for those who want to enjoy VR kayaking today, there're several great options: https://store.steampowered.com/app/1004510/DownStream_VR_Whitewater_Kayaking/ (55% off right now) https://www.oculus.com/experiences/rift/1766848360109262/?locale=en_US https://www.oculus.com/experiences/rift/1208507739163035/?locale=en_US https://store.steampowered.com/app/407710/The_Grand_Canyon_VR_Experience/ Note that The Grand Canyon VR Experience has gotten mixed ratings, but I'm quite fond of that app. It looks great - and at least for the CV1 ss 2.0 using Ultra settings, you may need at least a 2080 (Ti) for solid 90 fps in the Grand Canyon app. Some shots:16KViews2likes33Commentsthere is not enough memory to run arizona sunshine 2
Hello, my *brand new* quest 3 arrived yesterday. I installed Arizona Sunshine 2 on it and started playing. The game often crashes with the error message "there is not enough memory to run arizona sunshine 2". This happens at every 2 or 3 checkpoints. And right now it happened in the middle of a zombie fight.13KViews6likes36Comments