PLAYABLE WORLDS / 05PCVR / ANTI-GRAVITY RACING / UNITY2026

HIGH-SPEED PCVR / 05

VOID RUSH

ACCELERATE
BANK
BOOST
Void Rush high-speed PCVR circuit at the Meridian lap gateREAL UNITY BUILD / PCVR / 120 HZ TARGET

Race the void. Hold the frame.

DEVELOPMENT SYSTEM / 05

HIGH RESOLUTION.
8.33 MS TO DELIVER.

Void Rush is a Windows x64 PCVR prototype built in Unity 6.5 with C#, URP and OpenXR. A deterministic 120 Hz track-relative motor drives the four-kilometre race while desktop telemetry records the evidence needed to qualify headset performance.

WHAT MADE THE BUILD DIFFERENT

At the 120 Hz target, simulation, two high-resolution eye views and headset delivery must fit inside an 8.33 ms frame. Automated validation can protect the build, but physical Quest 3 Link profiling remains the authority for refresh rate, reprojection, comfort and sustained frame time.

THE GAME / 05

Void Rush is a high-speed anti-gravity racing game in development for PCVR. Its four-kilometre circuit, deterministic 120 Hz motor and stabilized seated presentation are being engineered for Meta Quest 3 through Meta Horizon Link, with a high-resolution 120 FPS target that leaves only 8.33 milliseconds for every stereo frame.

KEY FEATURES

014,022.7-metre closed anti-gravity circuit

02Deterministic track-relative racing motor

03Seated OpenXR presentation for Meta Quest 3 Link

04120 Hz performance target with built-in telemetry and qualification gates

THE FLOWCONNECT → ACCELERATE → BANK → BOOST
  1. 01CONNECT

    Run the Windows PCVR build through a wired Meta Horizon Link connection to Meta Quest 3.

  2. 02ACCELERATE

    Feed the track-relative motor and build speed along the four-kilometre closed circuit.

  3. 03BANK

    Read the elevated line, commit to the camber and keep the seated horizon stable through the turn.

  4. 04BOOST

    Use the remaining road and frame budget to push the pod into the next district without dropping the rhythm.

HIGH-SPEED POD RACING / PCVR / IN DEVELOPMENT

RACE THE VOID.
HOLD THE FRAME.

Void Rush is a high-speed anti-gravity racing game in development for PCVR. The current prototype sends a seated pilot through a four-kilometre elevated circuit built around banking, boost and a continuous sense of forward pressure.

The experience is being developed in Unity for Meta Quest 3 through a wired Meta Horizon Link connection. It is a PCVR project rather than a standalone Quest build.

THE FRAME BUDGET / 01

8.33
MILLISECONDS.

The target is 120 frames per second at a high Link render resolution. That leaves only 8.33 milliseconds to simulate the race, render two high-resolution views and deliver them to the headset without losing tracking stability or visual clarity.

Speed is not only the subject of the game. It is the constraint behind every system.

Void Rush PCVR track at the Meridian lap gate
MERIDIAN / LAP GATE

The current in-engine circuit begins with a wide, readable gate designed for speed and stereo depth.

UNITY / PCVR / REAL CAPTURE
THE CIRCUIT / 02

4,022.7 M.
NO QUIET
STRAIGHTS.

The playable graybox is one closed route with elevated roads, compressed city corridors, long ascents and banked turns. A track-relative motor keeps the pod deterministic at 120 Hz while the environment changes the sensation of scale around it.

Void Rush elevated neon track climbing through the city
NEON ASCENT / LIVE TRACK

A long elevated climb opens the city and lets the upcoming line remain visible at racing speed.

ACCELERATE → READ → COMMIT
MOTION / 03

BANK.
BOOST.
STAY LOCKED.

Track banking, velocity feedback and spatial engine audio sell the rush, while the seated XR presentation stabilizes the pilot’s view. The challenge is to make the road feel extreme without making the headset feel careless.

Void Rush first-person view entering a banked city turn
CITY BANKING / TRACK COMPOSITION

The road tilts through the vertical city while the cockpit frame keeps the racing line legible.

SEATED XR / STABILIZED VIEW
THE VOID / 04

ONE TRACK.
MULTIPLE SCALES.

Rings, orbital forms, transit structures and void-spanning architecture give each section a different spatial rhythm. Cyan and magenta route lighting remain the visual thread that pulls the pilot through the whole circuit.

Void Rush Meridian district with large rings above the racing line
MERIDIAN 22 / TRANSIT DISTRICT

Concentric rings turn the next stretch into a depth marker before the pod reaches it.

CIRCUIT / DEPTH / DIRECTION
Void Rush track approaching a large orbital structure
ORBITAL APPROACH / SCALE

The orbital approach opens the skyline before compressing the road back into the city.

PCVR / UNITY URP
CONCEPT DIRECTION / 05

EIGHT WORLDS.
ONE RACING LINE.

The original art-direction board explored eight spatial identities: megacity descents, sign canyons, industrial desert, orbital roads, geometric tunnels, void bridges, tower interchanges and an energy-core station. These studies establish scale, route lighting and skyline rhythm; they are visual targets, not screenshots of the current build.

Void Rush concept art of a vertical megacity descentCONCEPT ART / NOT GAMEPLAY
01 / VERTICAL MEGACITY

DESCEND THROUGH DENSITY.

Stacked roads and dark towers frame the route as a narrow, moving corridor.

Void Rush concept art of a racing route above a planetCONCEPT ART / NOT GAMEPLAY
04 / SPACE ABOVE PLANET

OPEN THE HORIZON.

Orbital scale turns the racing line into a thin illuminated edge above the planet.

Void Rush concept art of a geometric neon racing tunnelCONCEPT ART / NOT GAMEPLAY
05 / GEOMETRIC NEON TUNNEL

COMPRESS THE SPEED.

Repeated structure makes acceleration visible through rhythm rather than motion blur.

QUALIFICATION / 06

MEASURE
BEFORE
CLAIMING.

Automated Unity validation, desktop packaging and telemetry systems are already part of the prototype. Final 120 Hz performance, stereo comfort and sustained high-resolution Link operation still require physical Quest 3 profiling, so the game remains clearly marked as in development.

Void Rush Vanta Voidspan racing district in the current Unity scene
VANTA VOIDSPAN / PRODUCTION SCENE

A real capture from the current production circuit, used for both visual review and performance planning.

PROFILE → VERIFY → ITERATE
PCVR PROTOTYPEUNITY 6.5META QUEST 3 LINK120 HZ TARGET8.33 MS FRAME BUDGET4,022.7 M CIRCUITOPENXRIN DEVELOPMENT
PROJECT ACCESSPCVR / QUEST 3 LINK / IN DEVELOPMENT

ENTER THE VOID

Void Rush is a PCVR game in active development. The repository documents the Unity source, current race circuit, OpenXR setup, telemetry and the remaining Quest 3 hardware qualification work.

VIEW VOID RUSH ON GITHUB ↗
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