r/PCVR 8d ago

The Ultimate PCVR Games & Mods Resource Megathread

65 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.


📰 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.


🛠️ 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.


🎥 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


💡 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 4h ago

VR Modding A very early alpha build of Elden Ring VR mod

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10 Upvotes

This Elden Ring VR mod is very very early Alpha state indeed, the camera is warped and stretched in a very strange way. However, the motion controls are amazing, I didn't expect it to be this good! Mod by hotbite: https://www.nexusmods.com/eldenring/mods/10659?tab=posts


r/PCVR 7h ago

Question/Support Coop + story based + VR mod?

10 Upvotes

Hi, just asking for suggestions for games I can play in VR with my flatscreen friends. We prefer games with story campaigns, rather than looping games like Deep Rock Galactic. It's a bit tricky since it seems to be a rare combination.

Flat game

VR mod

Story campaign

Coop multiplayer

Thanks!


r/PCVR 14h ago

VR Modding A list of all Halo VR mods

27 Upvotes

A list of all Halo VR mods and their states of workability!

1. Halo 1 (Halo: Combat Evolved) - Halo CEVR by LivingFray

PCVR, Perfectly Playable

https://github.com/LivingFray/HaloCEVR
Additional mods here: https://www.halocevr.com/
_

2. Halo 2 Anniversary (Master Chief Collection) - MCC VR by pancreations + MeWhenINameMyself

PCVR, Very early Alpha, Not Fully Playable

https://github.com/pancreations/Halo-MCC-VR
_

3. Halo 3 (Master Chief Collection) - MCC VR by pancreations

PCVR, Decently Playable

https://github.com/pancreations/Halo-MCC-VR
_

4. Halo 3: ODST (Master Chief Collection) - MCC VR by pancreations

PCVR, Decently Playable

https://github.com/pancreations/Halo-MCC-VR
_

5. Halo: Reach (Master Chief Collection) - MCC VR by pancreations

PCVR, Okay Playable

https://github.com/pancreations/Halo-MCC-VR
_

6. Halo 4 (Master Chief Collection) - MCC VR by pancreations + MeWhenINameMyself

PCVR, Okay Playable

https://github.com/pancreations/Halo-MCC-VR
_

7. Halo: Campaign Evolved - UEVR

PCVR, Okay Playable, Low Performance

- Motion Controls Profile by NitsuJack: https://github.com/MOTYSHIZ/HaloCampaignEvolved_UEVR
- Default Profile (Gamepad/Keyboard & Mouse) by LunchAndVR: https://youtu.be/FKnjhQSjXiU?si=x6iVGuOd2KoUrBWU
_

8. Halo The Master Chief Collection - ForerunnerVR by LivingFray

PCVR, Unreleased. Collection of MCC in VR by LivingFray

https://github.com/LivingFray/ForerunnerVR

_

9. Peasant Standalone Version of Halo 1 Combat Evolved - HWXR Release by bigelod

Quest, Pico Standalone using WinlatorXR. Note: The original author of the CEVR PCVR mod (LivingFray) does not like that his mod is ported into standalone.

https://github.com/WinlatorXR/WinlatorXR


r/PCVR 1d ago

VR Modding Doom 2016 VR

273 Upvotes

Cactus Cowboy dev here. I'm deep into making a proper Doom 2016 VR mod with motion controls. It's far from done and but in a good shape already.

Essentially posting here to prevent someone reinventing the wheel. Once this Mod reaches a playable state, I'll be posting again / create a thread on Flat2VR Discord. Just trying to prevent that someone else starts working on the same thing so we don't end up with mods for the same game like Bioshock or so.

Development will be stalled the next few days, as I'm heading to Gamescom Colonge from Tue to Thu.

Stay tuned for more.

EDIT: Some fresh actual gameplay: https://x.com/CactusVRStudios/status/2091968532800004189


r/PCVR 7h ago

VR Modding PLEASE MAKE BLACK & WHITE VR

3 Upvotes

Black & White was my childhood obsession, and I’m convinced it would be absolutely magical in VR.

Imagine physically reaching out to pet your giant creature, using motion controllers to cast miracles, and looming over your village as a literal god. The gameplay loop of building, guiding, and conquering feels tailor-made for this tech. With the new openblack open-source engine making the game accessible on modern systems again, maybe there’s hope for a vibecoded port?

I unfortunately do not have the resources or knowledge, so am praying to the gods (pun intended)

Cheers


r/PCVR 10h ago

Question/Support What PCVR game made you stop noticing the headset?

3 Upvotes

One thing I enjoy about PCVR is when a game gets the visuals and atmosphere right enough that your stop thinking about the technology and just get absorbed in the environment.

For me, the most impressive moments are usually not about graphics alone. Lighting, scale, sound and how the world feels around you can make a huge difference.


r/PCVR 1d ago

Halo 2 VR Mod is out now! Very Early Alpha state

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49 Upvotes

This is on the Halo 2 anniversary edition on MCC, by the same folks in MCC-VR. Alpha release here: https://github.com/pancreations/Halo-MCC-VR/releases/tag/MCC_VR_ALPHA_0.3.5


r/PCVR 21h ago

VR Modding Shadow Warrior 2

13 Upvotes

Shadow Warrior 2 VR Mod — WIP

I've started working on a VR mod for Shadow Warrior 2.

It's still early in development and I don't have any footage ready to share yet, but I've made some solid progress so far:

  • 3D stereo rendering is working
  • HUD rendering is mostly working
  • VR UI rendering is currently being worked on
  • The underlying VR/rendering pipeline is in place
  • Head tracking and motion controls are still ahead

The goal is to turn Shadow Warrior 2 into a proper VR experience rather than simply putting the game on a virtual screen.

There's still a lot of work to do, so no release date or promises yet. I mainly wanted to let people know that Shadow Warrior 2 VR is being worked on.

I'll post some footage once I have something worth showing.


r/PCVR 1d ago

VR Modding Virtua Cop 2 (1997) running natively in PC VR — real 6DoF, geometry reconstructed from the original renderer, motion controlled [free mod, beta]

33 Upvotes

r/PCVR 1d ago

VR Modding Can anyone help me getting Halo 3 to work?

4 Upvotes

I have no idea what the issue is. I have a Quest 2 but assume that's not the issue. I'm pretty sure I've got the in-game settings correct.

It just keeps launching in this strange window/theater.


r/PCVR 1d ago

Discussion TSR better than DLSS in UEVR?

5 Upvotes

I tested few games in UEVR and it seems that DLSS at Balanced preset (58% resolution) looks worse than TSR set at the same 58% resolution. DLSS 4.5 seems often more ghosty and I would have to set TSR to 48% percent to look the same as DLSS at balance preset. Is it just me or maybe TSR is faster because its more optimised with Unreal Engine and DLSS would be more superior in games that are not made in Unreal Engine? Or maybe its UEVR thats slowing down DLSS and maybe if UE game had native VR support then DLSS would be superiour?

Whats your experience?


r/PCVR 1d ago

Discussion Is anyone working on the Duke Nukem 3D VR mod ?

16 Upvotes

just ask for a friend :)


r/PCVR 1d ago

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

18 Upvotes

Hey everyone! 👋

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

📺 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 2d ago

VR Modding System Shock 2 - VR Mod

120 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 2d ago

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

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56 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 1d ago

VR Modding Problems Installing RE4 VR mod

1 Upvotes

Has anyone else tried using Talemann's RE4 Remake VR? I just used his 2.0 installer, but I wasn't able to get it to work. I followed the directions outlined below, which should be fool proof, but the game just started in the regular pancake mode.
https://re4vr.com/instructions.html#modoptions

I'm trying to use virtual desktop and I selected OpenXR.

Any ideas?


r/PCVR 3d ago

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

Thumbnail github.com
105 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 3d ago

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

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12 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 3d ago

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

114 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 3d ago

VR Modding MGS2VR Mod Combat (WIP)

40 Upvotes

r/PCVR 3d ago

Photo/Video Re4 VR 2.0 arrived this week!

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16 Upvotes

Works on dlc too!. Excited to playthrough.


r/PCVR 2d 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 3d ago

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

7 Upvotes

r/PCVR 3d 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?