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VR mods

Razor

Arcane
Joined
Sep 22, 2014
Messages
942
With dedicated VR mods outside of general utility programs like Vorpx being a thing this is a thread to reference known releases and user experiences. What I have used

>Alien Isolation MotherVR mod (no motion controls, shitty jaggy original anti aliasing)
>Half life 2 VR+mod manger expansions like Minerva (dedicated motion controls, manual reloading, good AA-minimal/no jaggies)
>Half Life 1 VR-PC (no two handed weapon handling, no manual reloading, pistol is off axis in relative to the hand, good AA-minimal/no jaggies)
>RE2/RE7/RE8 (latest release has full motion controls for all; mediocre AA - noticeable jaggies but not alien isolation tier; some broken animations in cutscenes on parts you were not supposed to see)
>Doom 3 VR (full motion controls, no manual reloading, good AA)
>Penumbra VR (full motion control, weird ass control scheme, good AA-minimal/no jaggies)

Has anybody tried the Cyberpunk 2077 VR mod? Supposedly it is great but makes even a 4090 shit itself
 

Dexter

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Joined
Mar 31, 2011
Messages
15,655
I did a list two years ago of what was available back then, but since it's two years ago it's very outdated: https://rpgcodex.net/forums/threads/rift-vive-vr-general.109448/post-7230163

If you want to keep up with the new stuff, this is worth checking out: https://twitter.com/flat2vr https://www.youtube.com/@Flat2VR/videos

Not sure about a general recent list, stumbled upon this looking for one: https://fossbytes.com/popular-flatscreen-games-playable-in-vr/
https://fossbytes.com/best-vr-mods-for-normal-pc-games/
 

Razor

Arcane
Joined
Sep 22, 2014
Messages
942
Some other VR Mods:
DOOM 3 BFG: http://github.com/KozGit/DOOM-3-BFG-VR/
Alien: Isolation: https://github.com/Nibre/MotherVR/
GTA V: https://github.com/LukeRoss00/gta5-real-mod
Morrowind/OpenMW: https://github.com/OpenMW/openmw
Outer Wilds: https://github.com/Raicuparta/nomai-vr
Risk of Rain 2: https://thunderstore.io/package/DrBibop/VRMod/
MechWarrior 5: https://www.nexusmods.com/mechwarrior5mercenaries/mods/531
The Dark Mod VR: https://github.com/fholger/thedarkmodvr
GZDoom VR: https://github.com/hh79/gzdoomvr https://github.com/ajantaju/br_vr
Brutal Doom VR Weapons: https://github.com/ajantaju/br_vr
Quake VR: https://github.com/SuperV1234/quakevr
Quake 2 VR: https://github.com/dghost/quake2vr
Wolfenstein 3D VR: https://further-beyond.itch.io/wolf3dvr
X-Wing Alliance: https://www.xwaupgrade.com/index.php?action=downloads
Subnautica: Below Zero: https://www.nexusmods.com/subnauticabelowzero/mods/118
Kerbal Space Program: https://github.com/Vivero/Kerbal-VR
Firewatch: https://github.com/Eusth/FirewatchVR
Team Fortress 2: https://pinkmilkproductions.itch.io/virtual-fortress-2
Duke Nukem 3D: https://steamcommunity.com/sharedfiles/filedetails/?id=1432570016
I am Setsuna: https://github.com/Eusth/IkenieVR
League of Legends: https://github.com/Jannify/LOLVR
Yooka-Laylee: https://github.com/Eusth/VookaRaylee
Valheim: https://www.nexusmods.com/valheim/mods/847
GTFO: https://github.com/DSprtn/GTFO_VR_Plugin
VR HUD Mod for No Man's Sky: https://www.nexusmods.com/nomanssky/mods/1563

Dolphin VR Emulator (Wii/Gamecube games in VR): https://dolphinvr.wordpress.com/downloads/ <-- This is an older Version of Dolphin that works based on the Oculus SDK, support might be merged into Dolphin proper via OpenXR at some point when they find a competent C++ coder to do it
Virtual Boy Emulator (VBJin): https://github.com/braindx/vbjin-ovr
Now this is what I am talking about. Thanks

From these I recall
>The Dark Mod VR (akward controls due to head moving separately from hands, no motion controls, good AA-minimal/no jaggies)
>Morrowind VR (motion controls with well enough scheme although need to expirment to figure all out, main issue not hitting anything even if swing since dice roll since morrowind, good AA-minimal/no jaggies)

From the Flat2Vr channel immediately two I want to try out as soon as it is possible



Both using a unreleased Unreal Engine injector. From what I gather only for the UE4 for now. This Praydog who is one of the creators behind this project is also responsible for excellent RE2/RE3/RE7/RE8 VR mods (REFramework). I also assume for an upcoming RE4 remake VR mod as that too uses the RE engine all the previous four are built in.

https://github.com/praydog/REFramework/releases
 

Razor

Arcane
Joined
Sep 22, 2014
Messages
942
Btw. all of Modern Half Life is now playable in VR:
yeah just finally found a golden spot Vorpx profile for running Black Mesa without shit like random flickering and frame drops. In short, custom resolution with nvidia control panel (for me its 2240x1680) that must be at least 4:3 ratio (best use of screen real estate without losing control of the UI). Here is a list for tweaking and trying to find the highest without tanking the performance too hard

https://www.vorpx.com/forums/topic/custom-resolutions-for-the-direct-vr-settings-optimizer/

Also must disable DirectVR function, including cache. That stopped the shit ass flickering for me. Finally, without the DirectVR function, there are FOV adjustments that can be done with the standard HL2 developer console with functions like Fov_desired -insert number-. Luckily the default weapon models can be adjusted directly with the Vorpx menu functions, so no need to monkey around with viewmodel_fov functions.

The dedicated Black Mesa mod seems to be a somewhat downgrade to the general utility vorpx profile IMO. Aside from losing the extreme amounts of tweakbility it also has full motion controls. That is actually a detriment in fast paced pew pew like Black Mesa where the precise keyboard and mouse control surpasses the standard sloggish VR controllers. Experienced this as well when I was tweaking Fear 1 the other day with the same custom resolutions. Combined with nvidia profile inspector to force high end anti aliasing it looks like a direct for VR port, like Alyx levels of clarity. But the gameplay is so fast paced VR controllers would be a hinderance, not a benefit. It works on the HL2 dedicated mod because the base gameplay is already slower compared to the 90s style shoot em ups.

When talking about zoom zoom pew pew I did some extensive experimentation with GZdoomVR mod pointed out by Dexter

In short, it has full motion controls, really good clarity resolution/aa wise (that is a given lol). Full geometry 3d for environments of course. I ran it with the following wads:
>Ashes 2063
>Ashes Afterglow
>Brutal doom hell on earth starter pack+project brutality

https://github.com/hh79/gzdoomvr/releases

My initial assessment is that it is a mixed bag. Certain highly popular mods like brutal doom have basic 3d model mods for weapons. Otherwise you are just holding the weapon sprite in your hand. Now playing it seated is actually not that big of a uncanny valley, as most of the time the weapon will be sitting on your armchair anyway and at your eye corner. So things like missing corners or the flatness is not that big of an deal. Laser sight mod is a must have as the crosshair is fixed in the UI and does not show real aim. What is a clear detriment however is the limited number of buttons on the controllers and that the keybind configuration does not allow the use of combos. So you are really tightly limited for mapping out necessary functions while leaving secondary stuff like "select item" or "quicksave" on a keyboard bind you just use on a downtime. This is workable with basic doom gameplay but if you go full spectrum and attempt things like Hideous Destructor then it will become unplayable.

Another shitty aspect is that despite the unlimited source ports modders still choose to use really low res textures for things like critters and environments. Which look really blurry that up close. For base doom there are high res packs but for quality shit like Ashes you only have the base textures.

All in all if I could be assed I would learn enough how doom modding works, go under the hood of the VR port and disable motion controls and run it on a keybord and mouse.

Those wanting to try out themselves but new to the wonderful asylum that is doom modding Icarus has a nice quick instruction vid. GZdoomVR config is the same:



Thank you for listening to my Ted talk
 
Last edited:

Fargus

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Apr 2, 2012
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Mosqueow
Btw. all of Modern Half Life is now playable in VR:

https://www.nexusmods.com/halflife2episode2/mods/4/





Cream of the crop for VR and you can play it for free if you have og games. Played through all three and felt like experiencing HL2 and episodes for the first time. Had to struggle in some shootouts and with enemies overwhelming me but it only added to the fun. I suggest anyone with vr headset to try it. This shit is gold.

But Black Mesa VR mod still got long road ahead of it. They had to disable some stuff like Gonarch fight, ai is going retardo, some weapons are missing. I wouldn't bother to play it right now.


I've tried Dr. Beef's Return to Castle Wolfenstein VR mod and using hand tracking and pumping krauts full of lead is surprisingly fun. But not seeing my hands kinda bugs me, that means no manual reload too. But it is what it is.

Installs with side quest, you can add hd textures on top of that.


- found a piece of gameplay without some annoying retard narrating.
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
2,662
Location
Mosqueow
I'm more curious how the Gothic combat system would function in this mod. Don't seem like something that will carry over to VR well.
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,361
Location
Massachusettes
The Dark Mod seems like it would be fun in a proper VR mod. You basically only worry about the club and not some ungodly assortment of different weapons.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,914
Shoutout to Luke Ross mods

Finished recently Monster Hunter Rise in VR and since it was PC port of switch game it means I run it 120fps with great resolution. It's perfect mod and it works perfectly.

I tried his Cyberpunk 2077 mod and it easily beats VorpX one. They have some tech working AER (i think it is called) which fakes frames and it works amazingly well with Cyberpunk 2077. You still need beast to play it but now it is actually playable and you can even crank up details. I even managed to get raytracing working with it though my frames suffered.
 

ind33d

Learned
Joined
Jun 23, 2020
Messages
1,058
I'm happy VR will make more people appreciate Doom 3
 

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