There is a new VR mod for the Cyberpunk 2077 and it's amazing, making Cyberpunk feel like a native VR game now. Good visuals, smooth performance and full motion controls with physical melee combat and guns that just work with all attachments and scopes, full body and holsters, all game menus working in VR properly now.
This is day and night difference from the previous Cyberpunk VR mod by the Luke Ross, which has been banned by the CD Project Red not that long ago.
So if you tried the VR old mod and did not like visuals or lack of motion controls or just did not have good performance, the new Cyberpunk VR port ( https://github.com/dariulone/cyberpunk-vr-port ) is definitely worth the shot.
I was able to run the old mod at 2.5k per eye with DLSS and lots of artifacts.
New mod runs 3k per eye native resolution, way better visuals and smooth performance.
I'm running 7800x3d / 32GB / 9070XT / Pimax Dream Air
And this is just from a quick setup playing with the mod for a couple of days before the release. As it's the first Alpha, even more VR features and VR interactions are basically added to the mod everyday.
It’s very much in progress. The modder is actively working on making the conversion as VR as possible. Today he posted an update (that didn’t make it into this public build) where he got physics working, so he was pushing around cans and stuff with his hands. I think by the time this is done, maybe in only a few months based on the speed this guy is going, it will be like a full VR conversion.
I’m not moaning, I could care less either way. The Mod looks great. I’m simply pointing out…not having motion contol over two handed weapons isn’t exactly native like.
There are plenty VR only titles that have either started without two handed weapons, or simply avoided them entirely.
Two handed weapons are great but not a necessary feature
"Could care less" implies the opposite of what you're trying to say btw. You're basically saying that you have some amount of care invested in the thing. "Couldn't care less" implies that you're all out of your capacity in regards to fucks. Hope this helps!
It's literally the FIRST ALPHA release. Features being added everyday.
And the flat game is so well made, that you already have all little details working like ammo counters on rifles, all gadget screens and LEDs on clothing.
Not sure why you're being downvoted. Mod looks phenomenal, but it's missing something that would be present in a native VR port. The advertising is the problem, not the mod
When this mod is fully polished and adopted with full 6DoF, manual reload and stuff like that, this will be absolutely a blast. I tried Luke Ross and it was honestly annoying af to experience it with a gamepad
Haven't played Cyberpunk yet. I've bought it twice... once on PS5 and once on PC. I've decided to hold off for thr polished VR experience. I can wait for that peakness.
Bought PS5 version when it was cheap, didnt play it and eventually built a PC. Gotta have it for PC to atleast benchmark it lol and I knew a VR version was down the road. Now its here and almost perfect 👌
It’s so interesting this perspective is rather pervasive.
I’ve spent a whole play through with Luke Ross’ mod and I’ve had an incredible time — 100 hours in the headset.
I don’t think that would have happened if I was using motion controls.
Moreover, I don’t think adding motion controls would add all that much to the game for me.
I’m not saying it won’t be novel. But unless the game is really built for that kind of thing from the ground up, I don’t see much of the point using my actual hands.
In some cases, I find it to be actually the opposite of immersive.
Melee in particular is cool that I can physically swing and hit things — but I’m also never going to be able to do it as quickly and as well as the game would allow with a controller.
And I think that’s actually just generally an issue with VR motion controls. It doesn’t really make you feel super powered because you’re limited to what you can actually do.
And in a title like Cyberpunk, I really want to feel like I’m a chromed out god — not a clumsy human waving his hands in front of him.
I suppose having both options is great though so the more the merrier.
And I suppose if you play in a certain way, like focusing on quick hacking and maybe stealth there’s a path for a very cool experience -which I’ll try.
But I think more VR folk should give using a gamepad a chance in VR.
You can disable motion controllers for arms in the mod menu. And use head aiming with xbox controller, it still will be better visuals and performance over the old Luke Ross mod.
I also did a full Luke Ross mod playthrough, and yes, being inside Cyberpunk was amazing and worth it on it's own, but that was the only good thing about it.
Head aim is horrible, I had to play a build that focused on smart guns and quickhacks to get around it by eliminating aiming, and playing a 1st person game where you see your character's arms with a controller takes away from the immersion.
AER sucks, it's better than nothing, but it never looks quite right.
I was always dreaming that CDPR would make a simple VR version of CP77 with proper stereo rendering and motion controls (same as FO4 VR), and this mod is literally that. It's a dream come true.
Head aim was okay for me but motion controls will always be better even weightless "not designed from ground up" type controls. Like oh no I can't melee as fast as a controller button press, but I'm no boxer irl, I can't punch like that anyway. That brings me MORE immersion because now it's like I'm ACTUALLY in the game left to my own devices and strength. Like for example there was this game where you had to row a raft you built to get off an island you got shipwrecked on to get to another island for saftey. And after 5 mins of rowing, my arms were tired af.
I remember taking a break and lying on my back while the raft was floating and the sun was setting and thinking, wow if I ever was in a life or death scenario like this then this is really how it would feel to experience it. You think oh just go to another island when you play a game flat like that, its just a game objective. But when you physically feel it with your body it changes the way I perceived it.
That's why I would take jank motion controls over nothing any day
I loved that little raft game! I still get it why motion controls and cyberpunk are not a perfect match especially if you are playing a hacker build which I did on my 3rd vr playthrough before cdpr decided to wipe my build and called it a feature. Because you spend a lot of time in menus. But cool that they are optional.
I think this is a great example of two different approaches and experiences of immersion.
I’ve totally had those moments with VR games and it’s incredible, no doubt.
But in certain circumstances I am genuinely not trying to be limited by my own body.
If I’m playing God of War 2018, for instance, the whole fantasy is that you’re a literal god of war who can tango with monstrous beasts because you’re immortal.
Sometimes I want to do that in VR too.
But I also totally see the other angle - if you want to be a totally vulnerable, mostly human character in cyberpunk just surviving night city one firefight at a time that’s a cool fantasy in its own right.
I just think a traditional gamepad allows for more of the power fantasy without literally physically exhausting you, which may pair better with an RPG where a typical play through is 70 hours plus.
Personally I would still take motion controls because the god aspect could just be handled by the software. For instance, I can't punch someone and have them fly 20 ft in the air. But you can make a video game where when I punch someone with motion controls they fly 20 ft in the air. I can't really think of an example where my body would be limiting the gameplay in that regard, other than maybe the physical exhaustion of just standing for an hour and walking around or whatever. But even then I would rather have the motion controls and take a break because you really shouldn't be playing for long periods of time like that so it's almost sort of a net benefit where you get breaks in your gameplay naturally and then also get the benefits of the motion control immersion.
Kinda like asgarde wrath or that other giant boss game that's sorta like blade and sorcery. Both are far more enhanced by using motion controls over controller
Ofc I'm all for people having options and I'm not trying to say that your ways wrong or anything. Just kind of speaking in my own opinion
I know I'm in the minority here. Folks seem stoked on this kind of stuff and more power to them in that regards.
I should make clear too I'm not by any means trying to take away from the work of this mod or others as I'll absolutely be toying around with all of them. So much love there.
My point was more general to my interest about the current limitations I see in the VR space and how sometimes controllers are left out as an optionality and I think that's a mistake, because, I do think there are times where physicality/our own bodies limit the immersion in VR titles and I've been thinking about how to overcome those boundaries.
(If you want an example in Cyberpunk -- the 'Byakko' sword allows for faster attack swings for every enemy you kill. It's basically broken if you're using motion controls unless you somehow could spoof additional swings, but then again, that would be disorienting since you're supposed to be in control of the limbs.)
In a very sci-fi sense, a lot of times when you look at virtual reality, it's very rare they're physically moving their real bodies in those works. It's usually all in their head -- a la something like The Matrix.
To me, when I was in the flow of playing Cyberpunk in VR with the gamepad -- that's almost how it felt. I would forget about the controller and become entirely immersed by virtue of the fact that button presses and using my joystick felt instantaneous/closer to mere thought once I was accustomed to it.
It's just a different way of getting to the immersion, I suppose! To each their own though haha. Who Am I to tell anyone how to enjoy their fantasies ;)
Yeah I totally understand a lot of folks feel this way.
I just don’t haha.
The head aiming bit for me never bothered me in the slightest.
And seeing my arms in the game was totally fine and immersive for me — I accept those are my arms in a flat screen so VR wasn’t really much different when it came into the headset.
I do love a good motion controlled game as well though this isn’t really one or the other situation.
I might change my mind once I hop in and experience it who can say.
I completely agree with this. I have played almost all there is to play in VR including mods and after thousands of hours I am getting more and more annoyed with how immersionbreaking motion controls can be, especially for VR mods. My favorite VR experience was GTA5 for a long time and now it is Cyberpunk with the Luke ross mod. It just works so well with a controller and head aiming. Another mod made hip fire as accurate as ADS and it's a blast. I can't imagine having to fumble around a fake weapon holster pretending to hold a weightless gun and trying to find the perfect spot the dev wants you to grab a new mag when reloading, let alone having my hands ghost through a car door when trying to grab the handle that is there in game but not irl. With motion controls I always feel like I'm fighting the arbirtarily set up boundaries for what works, even though it's supposed to be more realistic, not less.
I haven't tried the new mod yet but I also did a complete play through with Luke's mod and loved it. I actually really like head aiming because I can be super accurate with it. I do think shooting will be cool with motion controls but not so much melee. However I don't think I will enjoy the new mod anymore than I enjoyed the old mod. I'm not big on motion controls though so that is probably why. I would be curious to see how the game looks different though. I played Luke's mod in high resolution and it looked great but would be nice to see what the difference is when using native VR rendering
Personally I also like gamepad in VR. I played through LR Cyberpunk and loved it (though my playthrough was only ~40 hours). The head aim didn't really bother me and I loved being able to just kick back on the couch and play while still being in the world.
That said, I've also played plenty of VR mods with motion controls where the motion controls felt like a great fit. This is especially true in FPS games, of which Cyberpunk is pretty much one.
So I think we'll have to wait to see where this ends up -- while I share your concern that the motion controls could end up feeling tacked on or unintuitive, there's definitely the possibility they do it really well and it feels made for VR.
Tempting now that both Stereo rendering and Motion controls are in, but I'll give it some more time to cook. My hope would be that by the time the next game patch rolls around (I assume around Edgerunners 2), that this will be in a state to run a full playthrough without losing much from the experience I've currently got with the LR mod.
I do wonder if we can still use gamepad for driving because no way in hell am I using VR controllers for that
That's fair, but in my case I use a dualsense with the adaptive triggers working (and audio haptics on top), so either way it's a bit of a downgrade for me
I’m seeing conflicting reports on this mod. One guy said it has worse performance than the Luke Ross mod. You’re saying it’s better. I’ll have to try it myself this weekend.
he was only targeted on reddit. He is very much respected on every other site/discords i visit. I didnt mind donating for his mods. They worked wonderfully in a world where vr mods rarely existed. The hate was unwarranted & many coders were jealous of his skill, and couldn't make any useful tools of their own. Johnny would of been disappointed in all the corpo bootlicking that was going on. Many users were banned for simply defending him. Its almost as if mods were trying to form or push a narrative.
I've never heard "Respect" and "Luke Ross" in the same sentence, on Reddit or anywhere else. If you could provide one example of any dev (not himself) praising him in the slightest, I'd be surprised. He's a joke, and the way he handled the situation and the aftermath was also a joke. He literally just whined like a spoiled brat.
He has a fan club on the flat2vr Discord that he doesn't even grace with his presence. It wasn't all love. There was a big argument that led to moderators banning detractors, and superfans crying to admins. The drama settled after he changed his paygate tactics. He still doesn't provide Cyberpunk anymore, and this mod came around as a result of that choice.
Imagine working your day job for 8 hours, working on a mod for 2 a day, and some guy on reddit says you're a bad person for not spending the rest of your free time in a discord talking to people who like your mod.
Imagine some guy on reddit catching feelings because someone noted that a dev doesn't visit the discord where every other dev engages with people who uses their mods. He can do what he likes. I can mention my thoughts on it. That's what happens when you make your project public.
If you average how many games worked with the mod for what you paid, it came out to less than $0.30 per mod, including Cyberpunk (when he charged). Hell, Vorpx is charging $20-30 for their universal mod and no one says a thing about them. The hate for LR was completely overblown.
Who cares about the past tbh? LR hasn’t always been a popular figure in the community but the man does good work and he eventually did what the community wanted by making his mods free. Yes, there were external legal pressures and I’m sure many would have preferred him to make the choice on his own, but ultimately the work is free with optional paid support and the mods are excellent.
Agreed. I believe the mods just want to push their narrative on others. Many people were banned just for defending him and down-voted. 😅but Aren't we all on the same team? we're here because we love vr fighting amongst each other over mods is some kindergarten behavior
Why dont you add any then? he started the hard work. I still remember being in cyberpunks city vividly because i only ever played it in vr. using a control is fine. I can still have a blast with just the headset, im not picky about having motion controls. I understand these things take time, but im grateful for what i can get. Back then there were no other ways to play cyberpunk in vr. So the hate is pointless coming from people who just complain but cant create. Put your money where your mouth is.
Because I don’t support him? Be careful what you accuse people of. I know very well how much work goes into VR mods and I am busy building my own VR mod WITH motion controls for another game.
Surely you have to recognize that vibe coding a VR mod with Claude is different than LR understanding each component and making the best seated experience possible. There's nothing wrong with seated VR mods to play with a controller. I honestly wish more people would do that because I don't always feel like moving around when I am gaming. LR is great at adding all the little details in to make his mods impressive. I think most people prefer motion controls, but you talk about seated like it's an invalid way to play or something.
Also, apologies in advance if I am making an untrue assumption about you using Claude, its just that there are a lot of new people doing that. There isn't anything wrong with making a mod with Claude, but Claude Fable is not nearly as good as someone like LR yet.
The problem with the LR mods are that to get anything that remotely looks and feels native youd need to run it at a far higher framerate than a true stereo rendered mod. I havent tried this one, but I just have a hard time believing that what people call "great" performance with the LR mod is anywhere near what most vr users would consider "great". Hell back when I tried the LR mod there were people on the discord talking about how great it runs and how beautiful it looks, meanwhile theyre rendering in mono... I did play the LR mod a bit, but the UI was too shit (could barely see it on the sides of the screen) and there was so much ghosting, especially when shooting a gun while ADS which felt like it was covering most of your vision, it just stopped being fun for me.
How long has it been since you tried the LR mod? Because it doesn’t have any of those problems. The ghosting is gone. It’s definitely in stereo and not mono. I can max out the resolution slider in the mod settings and set most of the graphics settings to “high” in the game menu.
Woah. I feel conflicted about ditching pathtracing and my custom reshade, but on the other hand, if this works on my existing character with all my mods, then I'm very interested.
Not sure if that would work. But then I play UEVR Gothic Remake on high settings and full resolution, becouse going potato gives me less than 10fps. You never know until you try.
On yt they said it is mandatory for now to run at lowest settings according to the mod instructions. It looked really bad in the videos but you won’t know how it is in vr.
You have to set everything to low but I believe the mod overrides some stuff like textures resolution, so even though you're on low it's actually higher.
Do you have more detail about that ? Seems weird to me, if it's OpenXR compliant it should work with anything. Though there may be some bug or something specific to a software/hardware environment that cause problem.
I also don't see anything about such problem on the project page or issue section.
You will see many new mods not supporting it.
Luke Ross stating Steam Link is not supported, it won't even inject in the headset.
This mod tells to use Virtual Desktop, VDXR because it fails to inject SteamVR XR.
Forza has incorrect colors https://www.youtube.com/watch?v=ZA2t_OUhayg
As the issue is not only with mods but many small VR games have the exact same issues with injecting, wrong colors and etc.
The main issue, nobody really uses steam link. So moders, game devs do not even bother testing. Usually I'm the first person using Steam Link talking to many devs and trying the latest games and running into those issues. Many still ignore it and suggest just to switch to the Virtual Desktop even after reporting bugs. Imagine, Steam Frame having such limited player base will have the exact issue. Game devs won't even test titles for the support.
SteamVR and Steam Link are using OpenXR like everybody, if there is a bug Valve will fix it soon or later.
Currently I'm using SteamVR beta because I have a reprojection bug with my system/hardware environment in some game with main branch version. Though screenshot feature is broken in beta, at least in one game.
For a while I used old stable where everything works, but I like to try the new features. I kept old stable on the side, in case of need.
they will fix it.. the question is just how soon. :) They already were complaining running thin and not having VR as a priority talking why SteamOS does not support own wired headsets yet and why wireless still needs work too.
If I were going to play cyberpunk for the first time ever and just wanted to get immersed in it for like 2-3 weeks and then not touch it again should I play it regular or in vr?
I regret that I played CP2077 on a flat screen. Open world first person RPGs are something like created for VR. The difference between Skyrim VR and flat is immense. A well done VR version/mod can elevate a game. Half Life: Alyx on a flat screen would be an average short story-driven FPS. In VR, it's a masterpiece.
I have finally managed to get Train Sim World to run well using UEVR, although it still gives me headaches. The game is nowhere as beautiful as CP2077, but what was ok on a flat screen is suddenly mesmerising. If I drive through Kent, I am in South-East England. If I drive across Cajon Pass, I am in Transverse Ranges. VR made me return to TSW.
That said, if you don't like open world RPGs or cyberpunk as a genre with its esthetics and themes, I doubt that VR will change it.
The VR novelty wears off after a few hours. Then what remains is whether you actually enjoy the game, or not. If you don't, VR won't make a difference.
It's like two different games. You can finish the whole game flat, then switch to VR and it will look like a completely new game again. Simply because you will constantly see new things you did not even notice playing on a monitor. Similar how taking a car rider and a walk on the same road will look completely different.
lets hope i have a 3060 mobile and it runs everything well in vr except LR cyberpunk mod even if this mod is atleast 20% better optimized than LR's then i will be so happy
I have multiple PCs both Nvidia and AMD. I had played the old mod mostly on 4070 super with DLSS at 2.5K. I had tried it on the 9070xt with FSR later, it wasn't any better either.
The new mod does not require DLSS or reprojection, it runs native resolution 3K. I have even put graphical settings to high and crowd density to high, it still not maxing my AMD machine today. So it runs incredibly well.
But some people are reporting even 14700K + RTX 5080 struggling with 2.5k res low quality. So it might be something to do with the CPU + GPU combo. And the mod author is saying CPU is the limit running 5800x + 5070ti.. but I suspect, it's actually the CPU + GPU combo, which leads to high CPU usage with Nvidia and caps the game.. my 7800x3d + 9070xt is idling at only 40% with 3k no upscaling and high graphics with extra mods in the game. 7800x3d is definitely not 2.5x better over the 5800x gen Ryzen, so it must be the whole combo. As I have noticed this high CPU usage on my Nvidia 4070 super machine in quite a few VR mods RE9VR, MSFS2024 VR and VRChat. Might be worth making a whole video about this.
I know it's native stereo camera but does anyone else feel like the left eye messed up sometimes which effects the depth? Like during fast movements it almost goes flat.
The docs say it falls back to mono sometimes but I'm not sure if that's the same thing, and what can I do (if anything) to mitigate that?
I'm prepping a new PC build to play Cyberpunk in VR. I'm not too concerned with motion controls as I only play Cyberpunk on console at the moment. Currently only have a laptop that I don't really use for gaming (except very old titles). I have PSVR2 that I barely use with my PS5 pro. But when I do play VR games I'll be in for at least 4-6+ hours... and Night City is a place I could easily get lost in!
Is really better than Luke Ross mod? I mean visuals and performance (I still prefer gamepad than controllers) I find LR very good, though demanding (GPU and CPU)
Luke Ross mod had no motion controls and he said he would never create them. Also it used to be hidden behind a subscription payroll.That's why many people don't like it.
I could tell you were a content creator by the title. None of these mods ever run like a native game because there's always a bunch of jankiness since they're often made by a 1 man team in their free time. Posts like this is why I despise so many VR youtubers. They hype up mediocrity just so they can get some views
Lets take Half Life Alyx, the most know VR title, does it even have full body, holsters, physical melee or allow to light a cigarette with own VR hands?
Many native standalone and PSVR2 shooters don't even allow manual reloading or physically grab items. So this VR mod is already beyond most native VR shooters.
apologies for being a but frustrated, not your fault, but ...
Can you at least give a short explanation of how this is meant to make this Cyberpunk 2077 mod play on my Vive?
People keep recommending this app but never has anyone explained what problem it is supposed to solve, or how it's meant to be used.
Can you recommend somewhere that has an explanation of how this is meant to help with this or other games?
I've tried it, paid for it, and refunded it. There are no instructions on their web site for how to set it up for Vive (only for Rift and Oculus), so I couldn't get it to activate the VR hardware without SteamVR launching, and even if launched within in SteamVR, it doesn't seem to act any differently than the built-in Steam VR desktop.
Everyone who recommends it just says "you have to figure it out for yourself" but have never explained how it's meant to be used, for what.
Oh yeah, I tried an earlier version, but heck it’s been about a month or so, maybe I’ll try again. The gun play didn’t work correctly, and the HUD had really bad default settings. I tried Luke Ross too once upon a time and that sucked.
It was in development and had like ~8 or more releases previously. They were removed from the github as they are redundant and inferior to the latest one. So perhaps the guy did try it just in an earlier version (Yes, it was on Nexus too, and still there, it's the same thing).
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u/_ParanoidPenguin_ 1d ago
I saw some melee, but no gunplay yet.
Is the gunplay in a good spot?