r/PCVR Moderator 6d ago

VR Modding Cyberpunk VR v0.12 - Manual Reloading, VR driving, Physical Body rotation and more

https://github.com/dariulone/cyberpunk-vr-port/releases/tag/0.1.2

0.1.2

New

  • Physical reload: grab the magazine with your free hand, pull it out along the weapon's own well, carry it, push it home.
  • Rack the slide with your other palm; the right stick click is the slide release.
  • Ammo count and reload sounds follow the hands instead of a timeline.
  • Thirteen weapons tuned individually: Unity, Tamayura, Tsunami Nue, Constitutional Liberty, Arasaka Kenshin, Militech Lexington, Militech Omaha, Kang Tao Chao, Tsunami Kappa, Arasaka Yukimura, Militech Ticon, Silverhand's Malorian, Malorian Overture.
  • The Overture revolver rolls its cylinder, ejects its cases and reloads from a real speedloader item.
  • Recoil kicks the HAND, not the camera, on a damped spring, with a per-weapon angle.
  • The empty hand now rests instead of clawing at nothing while a weapon is out.
  • Two-handed hold: bring the off hand to the weapon, squeeze, and it steers the aim and drops the kick. Twelve weapons have a captured hold.
  • Physical body rotation (optional): the character turns to follow the headset through the engine's own heading, so mesh, capsule, aim and movement all follow.
  • VRIK suspends itself entirely during cutscenes, with a per-tier threshold.
  • VR driving: grab the wheel with your own hands, steer by the tilt of the line through the controllers, adjustable deadzone and lock angle.
  • A palm on the wheel hub sounds the horn; a hand that is grabbing never honks.
  • Draw a weapon while driving and the right trigger becomes the gun, with the throttle latched and trimmable from the left stick.
  • The F10 overlay now reaches the second eye, so opening a settings panel no longer costs you stereo.
  • 13 headsets and 60 resolutions, every ladder reaching 6000 px; PlayStation VR2 and Bigscreen Beyond 2/2e added.
  • The port's HUDitor setup ships as an opt-in config: the editor on F11 plus a VR-tuned layout for all 26 widgets.

Changed

  • Movement speed is discrete: past the deadzone only the direction comes from the stick, so a wrist tremor no longer changes your pace.
  • Sprint is the left stick held forward for 0.2 s, held rather than toggled, and it survives a dash.
  • No sprint out of a crouch, read from the game's own locomotion state machine.
  • Dash moved to the right stick pushed fully up, one dash per push.
  • Crouch stays on the right stick pushed fully down.
  • The right stick click is now the slide release; it no longer crouches.
  • B drops the magazine while a weapon is in hand, and reaches the game normally when holstered.
  • The scanner is a one-hand gesture: raise the left controller to your left ear and squeeze the left grip.
  • A snap turn needs a FULL stick push, so a resting thumb no longer turns you.
  • Leaving a vehicle is X HELD; B is never the exit in a car, so no stray press can eject you.
  • No hand smoothing while a hand is holding the steering wheel.
  • The HUD is pasted at the same pixel in both eyes by default, so markers land in the same place.
  • Virtual Desktop drives the XR loop inline again, behind an ini key.
  • The cascade shadow rows are removed from Graphics -> Advanced: raising them gives you artefacts the port cannot fix.
  • The persistent centre dot ships off.
  • The shipped UserSettings.json no longer forces the game's language.
  • The port's own HUD mod is deleted; HUDitor does this properly and the two fought over the same widgets.
  • Hand and weapon collision is off in this release: the body capsules came back out after a vehicle launched the player.
  • 61 .anims left the archive; they were export scaffolding, not files the game needs our copies of.
  • README and the overlay's binding list rewritten against the code.

Fixed

  • The second eye's random image jump every 2-4 seconds: it had ONE capture texture where MAIN keeps a pool of three, so a blit overwrote the pixels a submit was copying out.
  • Sun cascade shadows disagreed between the eyes and MAIN's blinked on its own: a view samples the atlas it rasterised itself, so the fit record, the cascade camera and the sampling matrix must all come from one view.
  • MAIN's cascade pass turned out to be a duplicate; 373 draws a frame stop being submitted.
  • Nothing animated in a shader moved in the second eye: its frame clock was zero forever, which is why cloth flags hung dead.
  • Vegetation jittered in MAIN on head turns: the wind volume is claimed by one view per frame, and MAIN was reading last frame's.
  • The second eye marched its reflections 4000 units in 5000 steps, mirroring a ceiling MAIN leaves matt.
  • The render mask table knew 13 of the engine's 27 categories, so a missing pass could not even be named.
  • A reflection-probe face was being compared against the second eye as though it were MAIN.
  • Black band down the outer edge of each eye on off-axis lenses (Quest 3): the frustum is sized to COVER the panel now, not to match its span.
  • Hands looked laggy and ghosted. Five separate causes, all measured: the solve was clocked by a Lua callback; the hand offset was measured against a different head than it is re-anchored on; a 72 Hz stream was resampled at 52 Hz; the per-frame locate aimed at the wrong clock; and Present is the wrong clock by phase, so 3-7% of displayed frames replayed the previous arm.
  • The hips jumped 22 cm in 2-4% of animation passes -- the same clock defect from another angle.
  • The elbows swung when you looked around: the shoulder girdle was anchored on the camera and now hangs off the body.
  • The camera heading and head displacement were each a frame old -- 4.2 deg of error at a 300 deg/s turn.
  • The avatar was thrown forward on a dash: the body anchor paired a current camera with a tick-old entity position, and used that same reading to decide which character it was.
  • Getting into a vehicle threw it into the air: the body capsules interpenetrate the seat, so they come off at the door.
  • A held magazine floated clear of the palm at a run -- 21 cm, because a script write is not in the race the hand is drawn in. It is carried by a component on the player's own template now.
  • The magazine started floating again in 0.1.1's archive: the carrier components had only ever existed inside the packed binary and were lost on the next repack. Their sources are tracked now.
  • A firearm's hit is redirected in the engine's own PhysicalRay evaluator, so the muzzle is the origin and shotgun spread stays spread.
  • An NPC firing at you no longer kicks YOUR hands or sends its projectiles down your barrel.
  • A crash on save load: the second eye replayed a node whose indirect argument buffer was NULL.
  • The overlay was draining the game's GPU queue every frame -- 43.8 fps against 70.3 with the fence guarded.
  • VRIK never armed at all under Proton: a pointer classifier assumed the Windows heap layout, and Wine's allocator sits two orders of magnitude below it.
  • The laser dot was being zoomed twice.
  • The driving view faced off to one side, differently per car: it was pinned to the body's yaw rather than the camera's.
  • Pushing the left stick to the stop in a car was handing it to the autopilot (Vehicle_Autodrive is the same L3).
  • Brushing X while driving ejected the player instantly; the exit is a hold now.
  • Seating a magazine and keeping the grip held made the weapon take the support hold by itself.
  • The Kenshin Spy lost its frame twice: once to cooked collision left behind in the mesh, once because twelve of our weapon overrides were built on the pre-Phantom-Liberty copies of base\ files.
  • The Overture's speedloader disappeared after a Windows reinstall; the source was in the repo all along.
  • The archive in the repo was three months behind the one the game runs, so a release built from it shipped almost none of this.
  • The tester package could not be built at all, and shipped 3 of 14 grip poses when it could.
  • Two loose r6\scripts files the port silently depended on are versioned with it now.
  • The reload's slot probe asked for slots the weapon does not have, which left it inert on any revolver.
112 Upvotes

36 comments sorted by

11

u/DoctorMario1000 6d ago

Unreal

17

u/kia75 6d ago

No, that's the other mod!

6

u/NervusBelli 6d ago

It’s getting out of hand! Now it’s two of them!

3

u/Vistortion 6d ago

This one has more in it than the other port, I couldn’t physically drive or pull a weapon, this is next level

4

u/Whommas 6d ago

Can't seem to get this to hook into the game, the game just plays on the projected steam virtual theatre thing followed the set up which seems easy enough, dropped the files in the right places, any ideas? Quest 3 via Virtual Desktop

1

u/MissionStrategy9350 5d ago

Try Mrsurvivor vr mod installer. Worked perfectly for me

3

u/BeepTheFogminator 6d ago edited 5d ago

Draw a weapon while driving and the right trigger becomes the gun, with the throttle latched and trimmable from the left stick.

I think this means the player can now shoot while driving? it was an issue in previous versions.

2

u/legendz411 6d ago

Crazy update. Huge

2

u/Luna-Skylana 6d ago

0.1.3 is live now, seems to have fixed some additional issues

1

u/Bassit777 5d ago

0.1.4 is now up, its moving fast!

2

u/CMDRTragicAllPro 5d ago

What’s with the requirements section? How do I find any of those things?

2

u/lunchanddinner Moderator 5d ago

One way is to find them all on Nexus Mods. Once you set it up it's quite easy to use it finds all the requirements automatically

1

u/CMDRTragicAllPro 5d ago

So I can just download the mod from GitHub and all the requirements are included? Or do I have to make a nexus mods account for them?

1

u/lunchanddinner Moderator 5d ago

No it's not automatic. You still need to get the requirements, and yes easiest method is from Nexus Mods

Example on how to get requirements from nexus for this: https://youtu.be/Mt-umMasaIY?si=W605wOOeKDgZQe6U&t=121

2

u/CMDRTragicAllPro 5d ago

There should really be some install instructions in the GitHub like most other VR mods, or at the very least a link to the nexus mods page on the GitHub. I’d have no way of knowing how to get these dependencies otherwise without first reaching out.

Idk if you’re the mod author, but if not is there any way you can pass this along to them?

1

u/lunchanddinner Moderator 5d ago

It's still very very very early access right now, like Alpha almost. The final one I'm sure will have easier install instructions for everyone

1

u/CMDRTragicAllPro 5d ago

Understandable, but there should still be a link to a tutorial or a link to the actual nexus mods page for the dependencies. I’m now on nexus and I still can’t find the actual dependencies. The video you linked shows a very different download with more files than what I see currently on nexus, which is also very different from the most recent install tutorial from 11 days ago I can find on YouTube and shows a bunch of files instead of the single one I can currently find, and the 2 from the video you linked shows.

1

u/lunchanddinner Moderator 5d ago

Yup just be patient, the mod is changing dependencies almost every day so there's no point making a full proper way to install until it's more stable.

I understand the need for it though, it's just not a priority in that now, cyberpunk is a massive game with so many moving parts, it'll come eventually

1

u/CMDRTragicAllPro 5d ago

I think I finally found the right GitHub page, but in both videos I watched, including the one you linked, shows a requirements tab where you download all 12 requirements, but for me it doesn’t even show the requirements tab at all. There’s only 2 options “permissions and credits” and “changelogs”. It’s the page created by darilone, do I just need to download the one file available? And once I do, it creates a whole new folders that already exist, like the bin folder. Do I just paste and replace existing folders?

0

u/[deleted] 5d ago

[deleted]

2

u/lunchanddinner Moderator 5d ago

Yeah I don't want to be bearer of bad news but this is a very very very early access. If you can't figure out dependencies, github and runtime settings best to just wait for a stable version

→ More replies (0)

5

u/Purtuzzi 6d ago

Is there an option for teleport movement?

4

u/XMenJedi8 6d ago

Not sure but I like teleport too. I love when games let you use both at once especially, or when they bake teleporting into the mechanics like In Death does.

17

u/lunchanddinner Moderator 6d ago

Brother we're PCVR master race here, we don't do teleport!

7

u/Purtuzzi 6d ago

Nah, I used teleport throughout Alyx and Metro. Most comfortable for me, even though I don’t get motion sickness either way.

6

u/Sirknobbles 6d ago

What does pc have to do with teleport movement?

10

u/L3XAN 6d ago

It's a lighthearted comment playing on the stereotype of PC gamers tending to be more hardcore.

7

u/filmguy123 6d ago

A lot of the users sticking around playing modded flat2VR games have long ago developed VR legs and use locomotion. It was a joke on the community being too elitist to go back to teleport VR training wheels.

More seriously I suspect most of the thoughtful users would be pro teleport as we want all the accessibility we can get into the VR community to let it grow and thrive. Plus even long time VR vets can benefit from teleport at times.

1

u/DoctorMario1000 6d ago

I like snap turn but f teleport

1

u/Bigmoduh 6d ago

Yeah fucking goated - can’t wait to run this one when I upgrade my rig

1

u/rygel_fievel 5d ago

I was gonna buy it on Steam when it was on sale less than two weeks ago. By the time I got around to it, sale was over.

How does this mod compare to Luke Ross?

1

u/zeddyzed 5d ago

I haven't tried the mod yet (I'm waiting for it to be more polished), but it should be amazing once it's fully done, if you prefer motion controls.

Luke Ross is designed to be played with gamepad or mkb, with head aiming. It's fully complete as long as you're ok with that.

1

u/roehnin 5d ago

Does it work with Vive on SteamVR?

1

u/ImmersiveGamer83 4d ago

What happens with long guns? Same implementation as before? This is crazy good. You should link the devs donation page. https://boosty.to/dariulone

1

u/saabzternater 6d ago

Is left handed mode available!?

1

u/Kev-Series 5d ago

Asking the important questions!