How a game gets from your shelf into the headset, how the Hub works as a panel inside SteamVR, the VR pinball launcher, and how each console is turned into OpenXR.
Working built and covered by tests or owner checks
In progress built, being finished or tested
Not yet not built or not working yet
Game routes use the evidence levels instead: E3 accepted in the headset, E2 works in a hidden offline proof, E1 started.
From your files to the headset
Your files
Point the Hub at your ROM, disc and PC game folders. Supported files are matched by archive metadata, disc identity or a system-specific name check and read where they are. Game files are never downloaded.
Working
Recipe
Some catalog entries have an install.toml for a supported upstream build. Most systems still need a separately prepared emulator or launcher folder; Set-up finds those inputs and does not build them.
Working
Verify
For supported installation recipes, receipts and hashes record what the Hub installed. This does not manage emulator builds or launcher folders prepared separately.
Working
Launch
The Hub is the only front door. It starts Model 2, Model 3 and Time Crisis itself, and the other systems through launchers kept in your own play folder, each with its views.
Working
In the headset
The VR setup owns the OpenXR session while you play. Quit and you are back in the Hub. Three games are accepted in the headset so far; most work in offline proofs.
In progress
The Hub inside SteamVR
Overlay mode
The Hub renders off screen and is handed to SteamVR as a dashboard overlay: a Steam-like grid of system tabs with a game page.
Working
Always there
The Hub keeps its own SteamVR manifest with absolute paths, so the tab registers every time. Whenever SteamVR runs, the Hub attaches itself as the panel.
Working
Point and click
Open the SteamVR dashboard and pick the Hub tab; your controller's laser clicks and the stick scrolls a row at a time. SteamVR keeps B while the dashboard is open, so the panel has its own large Back button.
Working
Play from the panel
Play runs the same launch service as the desktop Hub, with a guard against double presses. Steam library shortcuts launch the same game and view.
Working
Straight in
The game opens in VR without taking the headset off. Quit and you are back in SteamVR, ready to pick the next one.
In progress
VR pinball with Visual Pinball X
Your VPX
Bring your own Visual Pinball X, the BGFX build 10.8.1. The Hub never downloads it.
Working
Your tables
Your tables folder is scanned in place, subfolders included. When your tables or ROMs change, the Hub rescans by itself. At the last headset check most VR tables were missing from the Hub page; the fixes since are not rechecked.
Working
Desk or headset
Two buttons. The Hub writes its own settings file per table to turn VR on or off. Your own VPX settings are never edited.
Working
VPX's own OpenXR
With SteamVR running, VPX draws the table in the headset itself, without an extra VR layer.
In progress
Controls
A gamepad layout, with an analog plunger and nudge, goes into a copy of VPX's settings. In the headset: left stick click is Start, right stick click is Coin, A is the plunger button, and both stick clicks together align the table to your hands. To leave a table, open the Hub panel from the SteamVR dashboard and choose Exit game.
In progress
Clean exit
Exit game or Stop asks VPX to close normally, with no forced stop, so scores get the chance to save. Helpers the table started are closed with it.
Working
How each system reaches OpenXR
Every route ends the same way: two eye images go to OpenXR, SteamVR puts them in the headset, and your controller's pose comes back as the game's own gun, pointer or wheel input. What changes is where the stereo hook sits. New game profiles and emulator wrappers are added all the time.
Sega Model 3
E3 Sega Rally 2 DX · rest E2
Game
Supermodel emulator, patched
Stereo hook
Its 3D renderer draws once per eye: open frame, or inside the game with your head tracked
OpenXR
supermodel-vr opens the OpenXR session itself
Headset
SteamVR; Exit game in the dashboard ends it cleanly
Input back controller → the emulator's own gun and wheel inputs; a two-handed wheel is an opt-in view
11 games, 54 views. Started by the Hub directly.
PlayStation, N64 and Saturn
E3 Mario Kart 64 · rest E2
Game
acvr-ps1, our own small program running a libretro core: SwanStation or Beetle, mupen64plus, Beetle Saturn
Stereo hook
A big screen in the room, or real 3D on N64 by intercepting its OpenGL drawing
OpenXR
One projection layer per eye, with the project's own gun model in your hand
Headset
SteamVR; Exit game ends it cleanly
Input back right controller → a GunCon or Justifier, as if one were plugged in; trigger off the screen reloads
49 games. PS1 open frame is not possible: those games cut everything outside 4:3.
PlayStation 2
E2 · offline proof
Game
PCSX2, patched
Stereo hook
Per-vertex depth plus the game's camera give real parallax
OpenXR
In-process OpenXR presenter: a screen in the room, or inside the game
Headset
SteamVR to your headset
Input back controller → console-pistol aim, native to the emulator
12 games, 27 views. Time Crisis 3 calibration and its inside view are fixed. Games without a gun get no controller input yet (Wipeout Pulse broke in the headset).
Wii and GameCube
E2 · offline proof
Game
DolphinXR, a VR build of Dolphin, pinned
Stereo hook
Dolphin's stereo renders the 3D scene per eye; menus and HUD on a screen in the room where the game allows
OpenXR
Dolphin's own OpenXR output
Headset
SteamVR to your headset
Input back controller → Wii Remote pointer or motion, Nunchuk on the other hand
20 Wii games and F-Zero GX. Every Wii game loads a saved starting point, but none has a complete pass yet; Metroid Prime Trilogy still clips. F-Zero GX did not get past its title in the headset, and its fix is unseen.
Dreamcast and Atomiswave
E2 · offline proof
Game
hotd2-vr, a Flycast fork, with our patch
Stereo hook
Rebuilds the game in true 3D, with per-game profiles
OpenXR
Flycast's own OpenXR host, at the headset's highest refresh rate
Headset
SteamVR to your headset
Input back controller → the console or arcade gun; the pistol's slide kicks back on every shot
10 games. Death Crimson OX and 2 and Virtua Cop 2 are still early (E1).
MAME: Model 2 and arcade guns
E3 Time Crisis big screen · rest E2
Game
MAME, patched: a stereo Model 2 renderer, or plain frames for gun games
Stereo hook
Frames published to our viewer, beside the emulator
OpenXR
libacvr's shared presenter: a 3.2 m screen at 2.5 m, the gun model and an aim dot, or Model 2 in real 3D
Headset
SteamVR to your headset
Input back controller → calibrated gun ports; opt-in body motion for motion cabinets
40 games. Model 2 plays its own sound since 21 October.
Namco System 22
E2 · offline proof
Game
Time Crisis VR, a third-party port, built locally
Stereo hook
The port's own stereo: open frame or inside the game
OpenXR
The port's OpenXR session
Headset
SteamVR, started by the Hub directly
Input back controller → the game's gun
An owned native host on libacvr is parked for now.