Game Porting

VR

Trusted by studios and publishers

Comfort is a requirement

In VR, a dropped frame isn’t polish. It’s motion sickness.

Once a game moves into a headset, frame rate becomes a comfort requirement and interactions built for a mouse need a real redesign. This is what we verify before a VR build ships.

VR release readiness
  1. Stable frame rate on every target headset
  2. Locomotion and comfort options
  3. Camera rebuilt for a player’s head
  4. Motion-controller interactions
  5. UI readable in stereo
  6. Play-area boundaries and recentring
  7. Standalone performance and thermals
  8. Store VR checks
Ready for store review

Built for presence

Your world deserves to be stepped into. Let’s build the door.

From flatscreen to VR, or between headsets, we handle the full adaptation pipeline - camera and locomotion redesign, performance tuning for standalone hardware and motion-controller input. A full VR port is a game redesign for immersive play, not a reskin.

  • Full VR ports with complete game redesign
  • Standalone and PC VR headsets
  • Comfort-first locomotion and camera
  • Motion controls designed, not mapped

What a VR port includes

Everything it takes to turn a screen into a place.

VR changes how players move, look and touch. We redesign those systems, then tune them until the experience is comfortable for hours.

01

VR feasibility review

We assess the game’s camera, controls, scale and performance to scope what a VR version needs.

02

Camera & scale

First-person camera, world scale and cinematics rebuilt so the world feels right around the player.

03

Locomotion & comfort

Teleport, smooth movement, snap turning and vignettes, with options for every comfort level.

04

Hand interactions

Grabbing, aiming and using objects with motion controllers, redesigned for presence.

05

UI in 3D space

Menus and HUD rebuilt as world-space or wrist UI that stays readable in a headset.

06

Frame-rate tuning

Rendering optimised to hold the headset’s target frame rate, on standalone and PC VR.

07

Playtesting & QA

Comfort playtests and full QA on every target headset, by our in-house team.

08

Store submission

VR store requirements, submission and release, plus 3 months of post-launch support.

50+

Games shipped to new platforms

20+

Global publishers & developers

3days

To a free, scoped estimate

3mo

Post-launch support, included

Our fundamental benefits

Here are some of the factors that make us a reliable game porting partner.

01

Single point of contact

One dedicated producer and lead developer stay with your project from kickoff through certification - no hand-offs, no lost context.

02

Free, fast assessment

We review your codebase and share a scoped, accurate estimate within 3 business days - free of charge, no commitment.

03

Post-launch support included

We stay on for 3 months after release to patch, optimize, and keep your build certified through platform and OS updates.

04

Delivery guarantee

If we miss the agreed scope or deadline, we fix it or refund it - it’s written into the agreement, not a promise.

How a VR port works

From a flatscreen game to a comfortable VR release.

  1. 01

    Brief & preliminary estimate

    First call

    We discuss the game, target platforms, current build and the risks that could affect scope. You get a preliminary estimate before any technical review.

  2. 02

    VR feasibility review

    3-7 days

    We review the camera, controls, scale and performance, and confirm what the VR version needs, the delivery time and the price.

  3. 03

    Onboarding

    3-7 days

    You meet the team and get a shared project space, a producer and a lead developer for day-to-day questions.

  4. 04

    Redesign & prototype

    Camera, locomotion and interactions rebuilt for VR first, tested in a headset early and often.

  5. 05

    Optimise & playtest

    Frame-rate tuning on every target headset, comfort playtests and full QA by our in-house team.

  6. 06

    Release & support

    3 months included

    Store submission and release, then bug fixes, patches and platform updates for three months after launch.

engines & platforms

Unity, Unreal, Godot or your own engine, in a headset.

Get a free estimate

Engines

Unreal EngineUnityGodot+ custom
engines

Platforms

PlayStationXboxNintendoSteam
GOG.comEpic GamesAppleGoogle Play

Words from the people
we build for.

Get a free estimate
Lynci made porting far more cost-effective and easier to manage, letting us bring the release to more platforms. The game also passed certification on the first attempt - proof of how reliable the tool is.

Ewa Buczkowska

Producer | Untold Tales

Working with LYNXBYTE GAMES allowed us to successfully outsource key parts of the porting work for War Mongrels and 63 Days without compromising product quality. The collaboration reduced the workload on our internal development team while ensuring reliable technical support and efficient problem-solving throughout the projects.

Pawel Olszewski

Business Development Manager | GOG

Ready for VR?

Let players step inside your game.

Tell us about your game and the headsets you want to reach. Free technical assessment, first estimate in 3 business days, no commitment.

Get a free estimate

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What we need to estimate your VR port

You don’t need a full brief. Even a rough idea of your game and the headsets you want is enough to get started.

We’ll review your request and share a scoped estimate within 3 business days.

  • Current engine, version, and platform the game runs on today
  • Target headsets: standalone, PC VR or both
  • Camera today: first person, third person or top-down
  • Access to source code and third-party dependencies
  • Must-keep mechanics and how players interact today
  • Timeline and launch window

faq

VR porting questions, answered.

Can any game be ported to VR?

Many can, but a good VR port is a redesign, not a conversion. Camera, locomotion, scale and interactions all change once the player is inside the game. Our feasibility review tells you what a VR version of your game needs.

How do you prevent motion sickness?

By treating frame rate as a comfort requirement and giving players comfort options: teleport or smooth movement, snap turning, vignettes and a camera that never moves without the player.

Which headsets do you support?

Standalone and PC VR headsets. We tune performance for standalone hardware, where frame rate, thermals and battery are the tightest constraints.

How much does a VR port cost?

VR ports are priced individually after a free technical assessment, as a flat fee billed per milestone - no hourly surprises. You get a scoped estimate within 3 business days.

Do you handle VR store submission?

Yes. We prepare the build for each store’s VR requirements, handle submission and release, and support the game for 3 months after launch.

Tell us your engine, platforms, and target date.

Free technical assessment. First estimate in 3 business days. No commitment.

Krystian Mlodziejewski

Krystian Mlodziejewski

Business & Relations Director

What’s needed?
contact@lynxbytegames.com

Trusted by studios and publishers