AC VR Hub

How it works

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.

From your files to the headset

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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

  1. Your VPX

    Bring your own Visual Pinball X, the BGFX build 10.8.1. The Hub never downloads it.

    Working
  2. 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
  3. 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
  4. VPX's own OpenXR

    With SteamVR running, VPX draws the table in the headset itself, without an extra VR layer.

    In progress
  5. 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
  6. 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
  1. Game

    Supermodel emulator, patched

  2. Stereo hook

    Its 3D renderer draws once per eye: open frame, or inside the game with your head tracked

  3. OpenXR

    supermodel-vr opens the OpenXR session itself

  4. 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
  1. Game

    acvr-ps1, our own small program running a libretro core: SwanStation or Beetle, mupen64plus, Beetle Saturn

  2. Stereo hook

    A big screen in the room, or real 3D on N64 by intercepting its OpenGL drawing

  3. OpenXR

    One projection layer per eye, with the project's own gun model in your hand

  4. 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
  1. Game

    PCSX2, patched

  2. Stereo hook

    Per-vertex depth plus the game's camera give real parallax

  3. OpenXR

    In-process OpenXR presenter: a screen in the room, or inside the game

  4. 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
  1. Game

    DolphinXR, a VR build of Dolphin, pinned

  2. Stereo hook

    Dolphin's stereo renders the 3D scene per eye; menus and HUD on a screen in the room where the game allows

  3. OpenXR

    Dolphin's own OpenXR output

  4. 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
  1. Game

    hotd2-vr, a Flycast fork, with our patch

  2. Stereo hook

    Rebuilds the game in true 3D, with per-game profiles

  3. OpenXR

    Flycast's own OpenXR host, at the headset's highest refresh rate

  4. 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
  1. Game

    MAME, patched: a stereo Model 2 renderer, or plain frames for gun games

  2. Stereo hook

    Frames published to our viewer, beside the emulator

  3. 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

  4. 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
  1. Game

    Time Crisis VR, a third-party port, built locally

  2. Stereo hook

    The port's own stereo: open frame or inside the game

  3. OpenXR

    The port's OpenXR session

  4. Headset

    SteamVR, started by the Hub directly

Input back controller → the game's gun

An owned native host on libacvr is parked for now.