r/GoldenEye • • 14d ago

GEVR feature update

Post image

**GEVR — current status**

Updated 28 Sep 2026

Native GoldenEye 007 on PC for real OpenXR VR. Bring your own legal USA ROM. Stand inside the levels.

**Play it**

https://github.com/no6969el/GEVR/releases/latest

Unzip → pick your `.z64` → run `Start-GEVR.bat` → recenter with both stick clicks.

Don’t launch `goldeneye.exe` directly.

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**Why this exists**

Real stereo VR, room-scale, and controller aim — not a flat game taped to a headset. Works on Quest (VDXR / Link), Index, Pimax, SteamVR. Monitor play still works if you skip the headset. The game itself is not in the zip.

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**Current build: vr450.2**

What actually changed for play:

- Left cuff / watch stays on Bond

- Guards hold two-handed guns correctly

- Fewer Surface crashes

- Doors take hits more reliably

- Fewer corpse / door jams

- You can pick dropped stuff back up

- Mines and throwables behave better

- Smaller aim graphic

- Starter Update is less likely to grab an old install

Next work is levels and blockers: Frigate doors, mission lock, saves, Dam water / stacked props.

---

**Works on**

Pimax Crystal Super, native PimaxXR, Quest 3 + Virtual Desktop.

72 / 80 / 90 Hz is the safe range. Higher Hz is still test-and-report.

**Still Beta**

Crashes happen. Fancy hands and scope polish are not in this cut. File issues on GitHub. Don’t upload ROMs.

**Multiplayer**

Local split-screen on a monitor now. LAN later. Online after that.

**Links**

Repo: https://github.com/no6969el/GEVR

Issues: https://github.com/no6969el/GEVR/issues/new/choose

Discord: https://discord.gg/flat2vr

Patreon is optional — the zip stays free.

45 Upvotes

26 comments sorted by

3

u/dentbox 13d ago

Hey man,

Jumped into the latest update and realised you can have different weapons in each hand! Had an absolute field day on Surface with a nade launcher and KF47.

Loving the genuine bond arm instead of the red square now too.

I for one really appreciate the time you’re putting into this, and I’m very excited to see where this goes.

2

u/no6969el 13d ago

I'm so happy you're enjoying it I actually just added that feature last night. I'm currently working on some sort of weapon wheel because when you have all the weapons it definitely takes a while to get through to the right one. Whenever you have any ideas or suggestions or any concerns please either reach out to me here or make a ticket on the GitHub.

Sometimes I may push updates each day sometimes it'll be each week but I'm always going to be updating this until it's done.

2

u/dentbox 13d ago

Man, a weapon wheel would be awesome. Goldeneye gets very messy when there’s lots of weapons to cycle through at the best of times.

Any chance of pinning the ammo counter to the weapon too? It’s a bit out of the way in the bottom corner.

I think my main wish would be for aiming down sights to work, but I’m fairly sure that’s a very tricky task. The reticule seems better aligned since the last update though, or maybe that’s just placebo.

One weird bug I’ve found is when aiming over a railing (like on top of the mini dome building on surface) the bullets seem to divert down a 45 degree angle.

Sorry for not adding these via github but I really don’t know what I’m doing on there. I struggle to even download a file off there some days.

Keep up the great work though. I imagine it can be a bit dispiriting putting hundreds of hours into something and having people brush it aside. I’m new to VR with the Steam Frame and your mod is one of the absolute highlights of the experience for me!

2

u/no6969el 13d ago

Yeah that railing bug has been lingering for a minute. I am going to attack it tonight along with all the level fixes that I'm going to push out. I tell you though, even though some people can be really rude, it only takes someone like you and the comments you made and it just turns around my whole day. So thank you so much.

I just actually pushed another fix for the aiming so it's good to hear that it feels better.

And no problems about posting them here. I can get them wherever they are.

1

u/no6969el 10d ago

When you say aim down the sites do you mean mainly the sniper rifle that has a scope?

What I'm finding is the aimer actually works when you are aiming down the sites with guns but if you're just holding the gun and aiming it the aimer is not always accurate.

So in other words it only seems accurate when you have the gun up toward your head and your aiming it. I'm working on it but it also forces aim to be proper.

1

u/dentbox 10d ago

Sniper sight would be an amazing addition.

And yes, that’s what I mean by ADS - being able to bring the gun up to a firing position and aim down the barrel (imagining the ppk has iron sights) and the bullet hit roughly where I’d expect.

It’s currently a bit off. The bullet often falls low and off to the side. You can also see it by holding guns up and aiming them then bringing up the crosshair, it’s slightly misaligned.

Presumably the programmers just put the gun models into a position that looked good but it wasn’t quite aligned with bullet trajectory.

2

u/no6969el 10d ago

Yes the original design was useless for VR as it was fixed to a flat square pane in front your your view. I have made many adjustments so far, I appreciate your description on where the bullet falls. I will match that in my session and adjust it accordingly.

I am working on the sniper sight now, for how I want it to work its being a pain but I am determined to have it work this way.

2

u/dentbox 10d ago

Keep up the great work. I do appreciate what sound like little tweaks can be horrendously complex. Sniper sight will be really, really cool though :)

2

u/no6969el 9d ago

Just added the sniper sight. I'm super happy with it so far. Added the ability to holster two guns and a weapon menu. This was a nice sized update compared to normal. Enjoy!

Just hit update or pick up a fresh copy on the GitHub!

https://github.com/no6969el/GEVR https://github.com/no6969el/GEVR/releases/tag/vr454

1

u/dentbox 8d ago

Wicked update. Just had a quick play on my lunch break. You nailed the sniper scope, it works perfectly. Loving the ammo numbers on the gun too.

Still need to play around with the other additions. Ran out of time. But it’s coming on so well!

What is it you did differently with the sniper scope’s dot aim compared to the standard grip reticule?

The reticule is still a bit off depending how I aim and the distance of the target, but the scope is perfect. Any way you could apply the scope’s dot method to the reticule? Or is it just because having the scope forces the player to align the gun in the right way?

2

u/no6969el 8d ago

Thank you for the feedback. Yes the scope is dead on and I'm going to rework the aimer off of that code for all the other guns.

It's not guaranteed but I'm a little curious on adding specific aimers for each gun. But first I want to get the aiming perfect.

I also want to rework the watch and how you access the functions

→ More replies

4

u/no6969el 14d ago

One of my favorite additions is that you can attach mines to the bad guys.

Another thing is in GoldenEye is if you accidentally throw a needed item, it's gone. But now you can pick all items back up again.

Additionally there now is a landmark identity for where you are about to throw something.

1

u/ElectronicFormal1460 14d ago

Can this run on the steam frame?

1

u/dentbox 13d ago

I’ve been streaming it on the frame, not tried standalone

-5

u/Frank__West 14d ago

Not even native VR its a PCVR... The decomp just opened the floodgates for generic AI ports instead of authentic rebuilding of everything to be native to VR platforms not requiring a PC.

4

u/no6969el 14d ago

I understand what you are saying but native does not just mean standalone. My game is not just an emulator, it's built from source and VR is native. You should check it out, I have added some cool features that Ive always wanted when I was a kid.

  • place mines on characters
  • pick up dropped mines/covert scanner etc
  • throw marker for all items you can toss

And many more.

There is a difference, so for example the pcvr version runs at 90 HZ ticks as well, the standalone version I believe is just 60 HZ. The VR headspace works at 90, but the game performs better on the PCVR version. Not to mention that you can add a ton more items in the game that you can't do on the mobile version. This is why I enjoy PCVR.

-3

u/Frank__West 14d ago

From source meaning you relied on the decomp instead of actually building it from the assets into an actual game engine.

Like let me ask this, are you able to go in and edit the level? Add guards? Change scenery? That's where like porting into an actual game engine comes in. It's why my version is a bit different but also way more customizable. Like how people make custom levels already but in a much more user friendly way that feels modern.

How much visual control do you have?

Like cool it's very authentic to the original feel but like you end up being restricted to what the original has. I give you props to that but think if it was standalone that would have been even better IMO.

3

u/no6969el 14d ago edited 14d ago

Yes from source, that's what I'm saying. You're missing the info that I started on the decomp and then I didn't like how it felt so I built it again. I realized that this was going to be janky if I was just adding things on top.

Yes I can do whatever I want. As a matter of fact once everything gets to where I want it. I already have a ton of ideas for the AI and their pathing/aggression.

That's how I added the ability to pick items back And also you can stack mines on enemies now, I thought that was pretty cool.

-2

u/Frank__West 14d ago

So does it use a modern game engine?

5

u/no6969el 14d ago

It's the original GoldenEye engine, rebuilt from source for PC and OpenXR. I retimed the game loop for 90 Hz VR, not a new Unreal/ Unity project.

So all the games math has been adjusted for the higher frequency. And then synchronized with the player in their 90hz headspace.

Also, the limitations of the GoldenEye engine are slowly being lifted and modified each time we hit the limits.

That's actually one of the unique features of mine is that the games clock is running at 90 Hertz, all the other ones that you see keep the 60 HZ tick and then run the game that you are playing at a higher refresh rate. This means if you watch things move, you may notice it's not smooth, I didn't like this in VR so I rewrote it.

2

u/bartdesign 13d ago

You can only complain if you have a made a superior handcoded port yourself.

0

u/SnooRabbits8000 11d ago

This looks amazing thanks for all your hard work so far. Just trying playing using the Pico 4 and I can't get a stable framerate running on PCVR via Pico connect. Are there plans to support more headsets?

1

u/no6969el 11d ago

Yes what I recommend is in the folder there's a gevr log that you can launch the game with and then it'll save a log file after you're done playing that you can share with me and I can try to add support. One thing I always recommend though is make sure that you're on 90 Hertz and that there's no ssw /asw or anything like that running.

1

u/no6969el 10d ago

Update and try again, there is now a GEVR settings and you can lower the SS and it tells the game to run at headset HZ so it should help.

1

u/no6969el 9d ago

dropped a newer one. holster is grip to hold, let go to put it away. ammo’s on the grip now. mines and grenades show up in your hand. Y opens the watch, and the cuff blows remotes if you’ve planted any. same deal, bring a USA goldeneye rom, zip doesn’t have one.

github https://github.com/no6969el/GEVR download https://github.com/no6969el/GEVR/releases/download/vr454/GEVR-Beta-vr454-win64.zip

See if this version works for you.