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XR Daily: GTA 6 Trolls VR Players

· 7 min read

GTA 6 Reveal Hid a VR Troll

Rockstar finally showed 26 minutes of GTA 6 gameplay on August 27, and it pulled 1.5 million views on YouTube in the first two hours. The showcase is a flex of environmental detail: buildings, crowds, animals, weapons, and lighting all driven by systems meant to make Vice City feel alive. For a series defined by obsessive world-building, this is the most graphically ambitious entry yet, which is exactly why VR players were watching closely.

And Rockstar knew it. Tucked into the showcase at the 17:27 mark is a quick shot of a character wearing a VR headset partaking in a rather different kind of “simulation.” The headset is unmistakably modeled on the original Oculus Quest, Meta’s 2019 standalone headset. It is a knowing jab at the crowd that has spent a decade begging for an official VR port.

There is no official VR support on the horizon, and none was announced. GTA 6 ships November 19 on PlayStation and Xbox, while the PC date remains unconfirmed and unlikely to arrive before 2027. But GTA 5 has a healthy ecosystem of unofficial VR mods, and modders will be waiting for that PC release.

Road to VR


Into the Radius 2 Hits PSVR 2 on September 24

CM Games confirmed its survival shooter Into the Radius 2 arrives on PSVR 2 next month, with the full single-player campaign at launch. The scope is substantial: a fully voiced story with 10 main quests, 178 side missions, and five Security Levels, plus more than 50 firearms across 25 weapon types, spread over three main locations and two sub-locations.

Co-op comes later. The planned two-player mode lands in Q4 2026, so day-one buyers get the solo experience first. CM Games says the port has been tuned specifically for the PSVR 2 Sense controllers, with haptics tied to weapon handling, reloads, and misfires, plus headset feedback meant to sell the tension of the Radius.

The Quest version left early access on August 27, so this marks the moment the game is broadly complete across platforms. It is wishlistable now on the PlayStation Store ahead of the September 24 release.

Road to VR


Supernatural Is Now an Independent App You Can Wishlist

Supernatural’s split from Meta is now visible in the store. The independent version, built by the newly formed Supernatural Health, has a Coming Soon page on the Horizon Store, while Meta’s original app has been renamed Supernatural Legacy Edition. The two listings sit side by side: existing owners see the Legacy Edition in their library, and the new app is marked Coming Soon.

Coach Mark Harari said the relaunch brings back Boxing and Flow with fresh workouts, new music, and higher-definition environments. The backstory is the interesting part. Meta ended Supernatural development and laid off the team in January, then announced five months later that Supernatural Health would take over, with the original founders returning. Head of Fitness Leanne Pedante says the independent company runs with about 15 people, down from nearly 200 at peak, and all six coaches are joining.

Pricing is $20 a month or $200 a year, with a Founding Membership locking in $180 for the first year. The Legacy Edition stays live until December 3, 2026, and the new app launches this fall with no exact date yet.

UploadVR


Fast Travel Games on Cutting the Jank Out of Payday: Aces High

Fast Travel Games CCO Erik Odeldahl gave UploadVR a near-forty-minute breakdown of Payday: Aces High, the co-op heist shooter coming to VR. The launch scope is six heists across five difficulty levels, playable stealthy or loud, with another heist arriving shortly after launch.

The most interesting part is what got cut. The flat Payday games have a hostage exchange mechanic where you grab a bystander to buy time. In VR it was removed. Odeldahl’s reasoning is blunt: physically interacting with other NPCs in VR tends to get janky, and “we really didn’t want this game to be janky.” They also pushed the tempo higher than the flat games, leaning into guns, gadgets, and physical interactions instead of fiddly human contact.

The research anecdote is worth hearing: the team toured Stockholm’s National Museum of Art, the inspiration for the game’s museum, and started asking the guide where the security room was and how to disable the cameras. It got awkward. The full interview is on the UploadVR Gamescast.

UploadVR


Dragon Quest: The Dive Turns 40 Years of RPG History Into a VR Exhibit

Dragon Quest: The Dive is a VR attraction in Japan celebrating the series’ 40th anniversary, built around feeling rather than a dry history recap. The exhibit splits into three sections, the last of which is the archival heart: original design documents unearthed from the vaults, including the handwritten proposal that lists Akira Toriyama as character and monster designer, alongside his early Slime sketches, dungeon maps, and balance tables.

The middle section leans on life-size recreations you can enter and photograph, inflatable slimes you can squish, and a touch experience where you can feel a slime or a surprisingly warm rock bomb. A scanner also assigns you a “kin monster” from the franchise’s history.

UploadVR’s Alicia Haddick notes the exhibit is not designed to educate fans who already know the series. It is designed to make you feel what 40 years of Dragon Quest were like to live through, using VR as a vehicle for nostalgia rather than information. That design philosophy is the real hook here.

UploadVR


A Procedural Shell Grotto Built in Substance 3D Designer and UE5

Environment and material artist Coraline Lyu, formerly of id Software and Naughty Dog, documented a two-month personal project: a procedural recreation of England’s Shell Grotto. The real site’s surfaces are covered in shells arranged into flowers, borders, and abstract ornaments, and Lyu’s goal was to reuse a small set of shell types to generate many patterns without obvious duplication.

She built two separate node-based systems in Substance 3D Designer, then tested the materials inside a full architectural environment in Unreal Engine. The smartest decision is architectural. The real grotto ends in a small square room, which she felt deflated the reveal after a long, narrow corridor, so she redesigned the finale as a taller domed chamber that opens upward and lets the shell patterns continue across the walls and ceiling.

It is a tidy case study in letting the visual result drive the technical choices, and worth reading for anyone who builds environment art procedurally.

80 Level


Quick Bites

  • Vertigo Rush: SumaLab’s arm-swinging parkour racer is out now in Early Access on Quest and Steam for $14.99, but UploadVR’s impression says it has not found its rhythm yet. → UploadVR
  • Star Wars: Galactic Racer: the developers break down the playable vehicle classes in a new 80 Level feature. → 80 Level
  • AION 2: a new trailer shows off large-scale battles and invites players to the launch scale test. → 80 Level
  • Resonance: A Plague Tale Legacy: the narrative adventure just got a release. → 80 Level

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