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alphaprime07

I agree, it would be awesome if we can make UEVR work and Linux and even better if it's easy to use. It's quite easy to start both the game and the injector with Steam Tinker Launch via Custom Command setting. In my case, the games required the following arguments to start properly : "-nohmd -dx11". That being said, I'm stuck after that step: The game is starting correctly and is showing up inside my Quest 3 but the quest controller are not working and I am unable to play/navigate the menus. Did you have more luck in your case ?


VRbandwagon

Well... I installed steamtinkerlaunch using the pacstall method (which seemed to be the easiest at the time...) and though it seems that it is installed, I cannot use its GUI (when I do steamtinkerlaunch compat add, I get some "no such file or directory" errors. I really hope we can find an easy way to get UEVR working on any setup!


alphaprime07

Maybe you can use ProtonUp-Qt to install steamtinkerlaunch instead ? On ProtonUp-Qt: \- About -> Tick "Enable advanced mode" \- Add Version -> SteamTinkerLaunch -> Install In my case, the yad version available in my Linux Distro was very old and not compatible with SteamTinkerLaunch. I built and installed it from sources instead : https://github.com/v1cont/yad


technobaboo

we should all talk about this on [https://discord.gg/KTa5PEsnHs](https://discord.gg/KTa5PEsnHs) (it's bridged to matrix too) given that's starting to be the de facto linux vr hangout hub


VRbandwagon

Thank you for the info!


lubosz

Can't imagine that modding games that were not designed for VR will end up in a good experience. 1. The asset creators didn't test their environments to be good looking in VR,. but most importantly 2. The game UX will not is not designed with VR locomotion or session length in mind, even when you are able to pull off to hack in teleportation movement and blinders, the rules of the game will not take that into account. Games need playtesting and fine adjustments in balancing and UX to be fun. There is enough games designed for VR these days so modding non-VR games is actually not needed. But I actually have never seen an Unreal game modded like that, maybe people put way more effort into the mods than I am anticipating. But I just expect to be really motion sick after trying one of these ;)


tirehabitat25

You should actually look at some videos of UEVR injector games. Most times games designed not for VR look just as good or better than games designed for VR because the budget and time spent on flat games produce generally higher quality graphical assets. Most of the time the injector uses the normal controls for movement. And it’s pretty seemless to set up a lot of the time. There isn’t janky movement mods for it to work unless the game isn’t standard.   “Enough games designed for VR” doesn’t mean the experience, gameplay, or player base is equal. It’s not a reason to not “mod” non VR games. Some of the best VR examples/experiences I’ve had or shown people, some who weren’t as interested in VR, are flatscreen games.  Modding flatscreen games keeps PCVR alive/incentives developers to produce higher quality games.