I originally created this project to a be a proof-of-concept of some techniques XR developers were curious about.
Specifically:
- Building a 2D/3D hybrid app
- Rendering a 2D interactive window of non-VR content in VR
- Using VR layers to get sharp, crisp text and visuals.
A Quest-native (i.e. OpenXR, without a third-party game engine) port of the [Citra 3DS emultor](https://github.com/citra-emu/citra) Seemed like a great and fun way to demonstrate all these things at once.
For a full list of games that work well on CitraVR, please visit the [CitraVR compatability list](https://docs.google.com/document/d/1Jezf64_s5m1lbj3mD--Ye2ew3su0hTAeBWNx3ViMtHI/edit?usp=sharing)
For games that need access to more inputs, or if a player needs to access more inputs faster, CitraVR also supports a multitude of 3rd party wired USB and wireless bluetooth controllers.
[Submit an issue](https://github.com/amwatson/CitraVR/issues), or join the cvr-support channel on [Discord](https://discord.com/channels/747967102895390741/1196505250102792232)
CitraVR is licensed under the GPLv3 (or any later version). Refer to the [LICENSE.txt](https://github.com/amwatson/CitraVR/blob/master/license.txt) file.