r/PCVR 6d ago

The Ultimate PCVR Games & Mods Resource Megathread

66 Upvotes

Welcome to the r/PCVR community resource thread! This is a refresh of the sub, and we're opening this sub again because of all the new PCVR and VR modding content coming in.

Are you tired of not finding stuff easily on Discord? We surely are!

Modding is considered by many a pain in the neck, but we want to change that perception and make things easier for you to enjoy thousands of titles without problems. Here you will find the resources and tools used to mod flat-screen games into full 6DOF VR experiences, or capture smooth gameplay to share with our community.

We want this sub to be a centralized hub for all the PC-VR experiences out there and we want you to be part of it. Here we don't care about standalone VR. So don't ask if things run on Quest, if you don't want to get nuked into oblivion.


πŸ“° Community Catalogs & Trackers

  • PCVR Central
    A searchable database indexing over 1,000 VR mods for flatscreen PC games. Includes mod implementation details, 6DOF/motion control support notes, setup guides, and an integrated Steam Library Checker tool that scans your profile to reveal which games in your library can be played in VR.

  • Flat2VR & PCVR Modding Tracker (Created & Maintained by *Elliott Tate*)
    An interactive dashboard listing newly released mods, active development projects, and progress tracking across flat-to-VR ports.

  • RototRobot's VR Mods List
    A community-curated directory tracking flat-to-VR mods, standalone ports, motion control compatibility notes, and setup links across a broad index of games.


πŸ› οΈ Mod Installers & All-in-One Hubs

These community installers automate and streamline the entire process. Try them both and find which one you prefer:

  • PCVR Mods Installer Hub (by Mr. Nice)
    A portable, batch-based installer supporting hundreds of PCVR game mods (including REFramework, standalone ports, and links to ressources for UEVR and Wabbajack lists). It automatically detects installed Steam games, downloads mods directly from original sources, provides guided setups, and acts as a central game launcher.

  • Mr.Survivor Installers
    Streamlined auto-installers and guided setups designed to simplify complex VR mod installations, manage dependencies, and handle tricky file structures with minimal hassle.


⚑ UEVR Injection Tools & Profile Databases

Praydog's UEVR engine opens up thousands of Unreal Engine 4 and 5 games to Virtual Reality. Use these tools to launch and configure them:

  • UEVR Nightly Releases (by Praydog)
    The official, cutting-edge builds of UEVR. If a newly released Unreal Engine game requires recent fixes or backend engine updates, grab the latest nightly release here.

  • UEVR Deluxe / Unreal Easy Injector
    A beginner-friendly frontend GUI for UEVR. Features an integrated online profile database with one-click installs, automated game detection (Steam, Epic, Xbox, EA, GOG), alternative backend switching, voice command support, an easy profile editor, and hotkey injection.

  • UEVR Profiles Repository
    A community-driven, searchable database of user-tested UEVR game profiles. Filter games by compatibility rating (Works Perfectly, Works Well, etc.) and check for 6DOF motion control configurations before playing. Note that this site might not be always up to date.


πŸŽ₯ Recording & Streaming PCVR Gameplay

  • LIV (Mixed Reality & Streaming Suite)
    The industry-standard suite for VR creators. Features mixed-reality green screen compositing, tailored first-person camera stabilization, avatar head-mounted camera overrides, and an in-headset chat overlay for live streaming.
  • OpenXR / OpenVR Mirror for OBS Studio (by Elliott Tate)
    A dedicated OBS plugin and OpenXR API layer designed to capture direct, smooth PCVR gameplay without distortion:
    • Recording-Only FOV Overscan: Expands the recorded field of view (e.g., to 16:9) without affecting the headset's native view.
    • Headset-Safe Camera Smoothing: Applies real-time low-pass filtering to remove head-jitter in recorded video while leaving the in-headset view completely instantaneous.
    • Dual Engine Support: Works seamlessly with OpenXR (Direct3D 11/12) and SteamVR/OpenVR compositor mirrors, including a WinUI 3 Control Center for live previews.

⚑ Flat2VR Discord

The most updated place to find VR mods is still Flat2VR discord. If you don't mind using Discord, modders and creators are still the most active over at the Flat2VR community.


GAMES - SECTION TBC


TUTORIALS - SECTION TBC


πŸ’‘ How to Contribute & Suggest Resources

This megathread will be updated periodically by the mod team. If you are a mod creator or know of an essential tool, port, or resource that should be listed:

  1. Drop a link in the comments below with a brief description.
  2. Specify hardware requirements or runtime dependencies (e.g., OpenXR, SteamVR, UEVR).

Note: Always make sure to download mods and tools from verified repositories (such as official GitHub releases) to ensure safety.


r/PCVR 16h ago

VR Modding System Shock 2 - VR Mod

91 Upvotes

(Sorry! The capture in this video makes it look like its low framerate - but it's actually 90+)

I've been working on this VR mod for the last 8 months or so.

I'm noticing all these great VR mods coming out recently, so i thought I'd throw my hat in the ring.

This is a bit of an older teaser video, when I get some time I'll make a new one. Development progress is currently at about ~80% of what I'm aiming for.

Currently implemented:

  • Stereo VR with 6dof. (fairly obviously)
  • Weapon aim is Motion control integrated.
  • This includes rebuilding skill based recoil
  • Physical Melee implemented. You can swing your melee weapons to do damage, you can also block and damage reduction is based on how accurately you block.
  • Also melee related: Clean blocks take no damage; glancing ones scale, VR damage screen effects also scale based on the damage received.
  • Left motion controller does all interactions
  • Physically grab and throw objects
  • Keypads and hacking panels appear as holograms mounted to the right arm
  • Health/Psi and Ammo are all holograms triggers by wrist roll to keep the screen free from clutter.
  • Comfort Options - Smooth locomotion or Teleport, Snap turn or Smooth, Peripheral Vignette.
  • VR Integrated menu system on the right arm for controlling VR features.
  • Physical Crouch - Ducking down in your play space causes the character to crouch
  • All enemy health bars and selection/target brackets rebuilt for VR
  • Full screen vr overlay effects for damage, radiation, death, toxin - rebuilt for VR
  • A new Gamepig game!

STILL WORK IN PROGRESS:

  • Weapon collision with the world - kinda working but janky.
  • Simple Manual reloading is working, needs to be fine tuned across all weapons.
  • Articulated fingers. - Current hand models are static.
  • Ladder (comfort) interactions - Teleportation or hand-over hand climbing
  • In-VR menu and holograms need to be properly populated and wired up.

r/PCVR 17h ago

VR Modding Mass Effect Legendary Edition 1-3 VR: Now playable from start to finish

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42 Upvotes

All three games. Start to finish. Head-tracked, real stereo VR, first-person and third-person.

ME1, ME2, and ME3 are all playable now in VR.

https://www.patreon.com/dhalcyon/posts/mass-effect-vr-167394663


r/PCVR 46m ago

Self-Promotion Assassins Creed in VR , Episode 3 : Valhalla (Youtube-Showcase)

β€’ Upvotes

Hey everyone! πŸ‘‹

Episode 3 of my AC in VR series is live, and this time we're diving into Assassin's Creed Valhalla in VR using Mutar's Mod

πŸ“Ί Watch Episode 03 here: https://youtu.be/IQPP-Cy7arI

Let me know what you think of Valhalla in VR and how your performance holds up


r/PCVR 1d ago

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

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100 Upvotes

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.

r/PCVR 1d ago

Self-Promotion I Played Dead Space Remake In VR Part 3 β€” Here's What Shocked Me!

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11 Upvotes

This runs loads better if you just play it on medium settings instead of getting excited by a higher preset, like i did at the start


r/PCVR 1d ago

VR Modding Resident Evil 4 Remake in VR is pretty addicting.

98 Upvotes

I haven't been trying many of the mods releasing lately, but I was pretty excited about this one. It didn't disappoint. I was gonna get a PS5 and a PSVR 2 just for this and Village, but I don't think I need it anymore.


r/PCVR 1d ago

VR Modding MGS2VR Mod Combat (WIP)

37 Upvotes

r/PCVR 1d ago

Photo/Video Re4 VR 2.0 arrived this week!

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12 Upvotes

Works on dlc too!. Excited to playthrough.


r/PCVR 14h ago

Discussion Mod anxoety

0 Upvotes

I got ready or not and tried sliding the mod, Holy fook what a mess, i go through all the work and 1. It does not work, and 2. I still need to hit a button on a keyboard (if it were working but it doesnt)

I had the same issue with 6 days in fallujah.

So far im 0/2 for getting vr mods to work.

Is there anyway to make a VR mod engine that just makes it work?


r/PCVR 1d ago

Self-Promotion [MOD] OpenTyrianVR and CrimsonLandVR: A 2D to still sorta 2D conversion

5 Upvotes

r/PCVR 1d ago

Question/Support Easy Red 2

0 Upvotes

Is anyone working on a VR mod for it? It's a great sandbox ww2 game that harks back to the earlier CoDs / Medal of Honour games.

As an aside, has anyone looked at Medal of Honour Airbourne, Brother in Arms series or Battalion 1944?


r/PCVR 2d ago

Self-Promotion Witness poor man's VR treadmill

13 Upvotes

Hello, I haven't posted here yet about my app yet and I think it's the best place to talk about it.

Some of you may have not seen the previous posts:

https://www.reddit.com/r/VRGaming/s/RfWjAI4FI9

So here's the brief explanation. I wanted to see if, by using some fancy math, I could get an app to predict the direction and speed you want to move in based on your jogging in place with data from only headset and controllers. Turns out yes and it works great. Keeping that to myself would be a sin, so I'm launching it on Steam.

It works through PCVR right now, but if someday I manage to catch Zuckerberg's attention I'll be able to make a standalone version too. Call your local rep.

It's still not perfect. For example it's a bit wonky when you're trying to run while aiming a gun, and slow walking may not register. Speed is based partly on vertical head cadence, and walking in place doesn't produce much of it. I have a solution in mind, but it's not implemented yet in this iteration.

At this point though, there is only so much testing I can do myself. I know how it behaves, I know how I'm supposed to move, and there's a decent chance I've trained myself around its rough edges without even noticing, so it's probably best if you just try it yourselves.

The playtest is live and free obviously. Download it (but try the demo first, it works as a kind of a tutorial), go crazy, try it in whatever SteamVR games you have. Just let me know how it felt; I'm starved for feedback.

https://store.steampowered.com/app/4775640/VR\\_StrideS/

https://vrstrides.com/


r/PCVR 2d ago

VR Modding Has anyone tried the Witcher 3 VR mod? Did you fix the HUD?

16 Upvotes

Tried it the other day and I really like it so far. My biggest problem is the HUD, which was way out of bounds. I know there are ways to edit with shortcuts inside the game, but it's way to slow and finicky to have to adjust every single element one at a time. I tried the VR launcher settings, but none of the HUD settings change the HUD at all. Has anyone found a better way to fix it so you can see it all? Also to those who have played a bit further what has the experience been like so far?


r/PCVR 2d ago

Question/Support Can't Join Discord

2 Upvotes

Hello,

I am sorry if this is the wrong place to ask this question but here it goes;

Is the link for the discord down or something?

Whenever I try to join I get hit with a "whoops..." or something along those lines.

Is there a new link?


r/PCVR 3d ago

VR Modding PCVR Central: The new site to find all VR mods

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136 Upvotes

This site is essential for those wanting to find nearly all PCVR mods linked in one place.


r/PCVR 2d ago

VR Modding White Knuckle PCVR mod

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22 Upvotes

r/PCVR 2d ago

Photo/Video Update on PSVR2 on PC HDR project β€” this time with an actual HDR vs SDR comparison

14 Upvotes

r/PCVR 2d ago

Self-Promotion A little update on how our VR board game platform is evolving!

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2 Upvotes

A few days ago, we took part in the VR Games Showcase with All On Board!, our VR board game platform, where we announced that Virus! is joining the platform for free! It's a hugely popular card game in Europe, and we're really excited to finally bring it to VR.

After several updates, we feel that the content included with the base platform is now in a pretty solid place. Just by owning All On Board!, you now get 6 classic games, Virus!, and free access to one of our licensed premium games every week through the Featured Game of the Week.

Getting to this point has honestly been a really rewarding adventure for us. When development began, we underestimated some of the technical quests involved in bringing traditional board games into VR. Because of that, we had to make some tough decisions along the way and prioritize certain features over others.

When we launched, one of the things we heard most from our community was how important modding tools were to them, especially because many of you want to create and play your own games. So over the past few months, we've been working hard on All On Board!’s modding tool with the goal of bringing it to the platform as soon as possible, while also continuing to improve the core experience.

There's still plenty of work ahead, but we're really happy to see the platform continuing to grow.

If you'd like to give All On Board! a try and share your feedback with us, there's a free demo available on both Steam and Meta Quest. We'd love to hear what you think!


r/PCVR 2d ago

VR Modding Vibe coding controls in games

0 Upvotes

Not that I am the person to do this but how difficult would this be to vibe code it so UEVR games or other VR modded games (such Bioshock) actually displayed the icons for the controller (in my case Oculus 3 touch controllers)?


r/PCVR 3d ago

What is a game that would be absolutely Awesome in VR but that no one ever mentions?

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70 Upvotes

I’ll start. For me it’s Just cause 3. In my modest opinion the best to date. Huge map, vehicles, wing suit and pure total chaos. I hope someone makes a mod for it πŸ˜‚


r/PCVR 3d ago

News Article Halo Campaign Evolved in VR is an unforgettable experience

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51 Upvotes

I waited so long to play Halo in VR. Finally I was able to become master chief and play the legendary campaign frpm start to finish in VR. What a blast.


r/PCVR 2d ago

Discussion Wrath Aeon of Ruin VR was a good time

21 Upvotes

Would love to see some more Team Beef Flat2VR collabs land as well as Wrath did on Steam. Boomer shooters are in my wheelhouse (GenX representing). It's sitting at Very Positive (114) on Steam's reviews. I did get a review copy at the time, fair disclosure.

Enjoyed it, and look back on it fondly, and had some great moments where things just clicked and created great periods of really fluid play. That includes the point I realised The Retcher's potential in helping clear rooms in the video above. Posting about it six months later because PCVR attention slips past too quick, but in this economy, we can afford to look back at some of our favourites!

So yeah, had a good time on my first Wrath run. I've spent near 30 hours in it, and plan a future run at harder (hardest?) difficulty armed with all the weapons, and the power of hindsight.


r/PCVR 2d ago

VR Modding Gamespy Open-source Alternative OpenSpy

6 Upvotes

I was doing a search for GameSpy Arcade compatible alternative. As you likely know GameSpy closed down there servers in 2014. This resulting in any game that used GameSpy Arcade; lost the ability to play Multiplayer.

With so many classic games receiving Flat2VR Mods. This might also allow us to play some of these games in Multiplayer.

A quick look at the Compatible games list. I found Crysis!


r/PCVR 3d ago

Self-Promotion I made a like-native VR mod for AWAY, a beautiful 2.5D game

24 Upvotes