Getting there...
Added 2024-12-12 15:35:14 +0000 UTC... One inch at a time. But slow and steady wins the race, right?
Release 15.1.0, attached at the bottom of this post, doesn't carry the wicked new thing with it yet, but it does provide fixes for lots of small and larger issues, including support for the latest unexpected (ha!) official update 2.2 to our beloved Cyberpunk 2077.
Changelog:
Cyberpunk 2077 The VR mod now fully supports the latest game version, patch 2.2. Should you find any undiscovered problems blocking your progress, you can easily revert to version 2.13 using the "Beta Participation" dropdown in the Betas page for the game on Steam. The VR mod should still work correctly with patch 2.13, but to keep complexity at a manageable level I had to drop support for older versions (2.12 and down).
Star Wars Outlaws This release restores full VR functionality to the game, in particular for the Kessel Sabacc camera which had been broken again by the recent official update.
Far Cry series I completely reworked the camera control for vehicles. Driving, and especially firing your sidearm while driving, should now feel very smooth and natural, just like my old implementation in GTA V. Sorry that it took me so long! Mounted turrets still remain somewhat awkward, as gaze-based aiming doesn't work for them and you have to use the right stick or mouse to control where you're shooting. But normal driving on the beach at sunset, with the occasional bang-bang from your handgun to take out a few baddies along the way... that's going to be so nice and relaxing, just what the doctor ordered after a hard day's work spent conquering forts and climbing radio towers, all the while healing yourself by using your teeth to pull out burning splinters of metal from your forearms []-D
Ghostwire: Tokyo I implemented a new detection system for menus, to make them automatically switch to the 2D virtual screen. That should fix the remaining issues with the world map sometimes displaying incorrectly, especially as you advance in the game progression and reveal larger areas. If the new system should trigger accidentally, making your world 2D while you play, you can disable it by unchecking the "Automatic 2D for world map and similar menus" box in the "GWT" tab of the mod overlay.
Horizon Forbidden West I discovered that the customizable camera offsets were erroneously being applied even during cutscenes. I fixed that, and the cutscene cameras should now be properly placed where the game intended.
All games A new resource tracking mechanism that I put in place should help preventing (or at least reducing) random crashes that you might have experienced in the past, especially when toggling the system menus or changing resolutions.
That's all I have for now! But the wait is almost over... VR Santa is coming soon, and there's going to be something special for all of you []-D
Comments
Upgraded so i can play Ghostwire VR. Thanks a lot for this, dude
José Silva
2025-05-19 10:45:28 +0000 UTCmines flickering when i move my character
flusher
2025-03-21 20:46:11 +0000 UTCAnyone got this working with FSR? for me it causes bad flickering
Muted
2025-03-17 21:36:34 +0000 UTCIf you are not using version 16 of the mod yet and you have an Nvidia GPU, you should update. It has DLSSS which fixes the shimmering around objects in most all the games. The games that use UE 4, like Hogwarts are not as good because of the way they implement DLSS but still better. You don't generally need to update for each version unless it adds something for that specific game but since it includes a major framework update, it is worth updating for any games that use DLSS if you are able.
Brandon(Post Maester)
2025-02-08 20:29:13 +0000 UTCdk why but on main menu it says theres a v16 for the vr mod
Akayn
2025-02-08 04:00:29 +0000 UTC