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Posted

this is really cool i really hope you can finish this because i have a lot of hours on minecraft vr this would be 10 times more awesome

Posted (edited)
On 2/26/2026 at 9:07 PM, Luuk said:

this is really cool i really hope you can finish this because i have a lot of hours on minecraft vr this would be 10 times more awesome



Lately, I've slowed down tremendously. I've lost a lot of motivation, and development has become even more frustrating as now I'm fighting game engine instead of exploring something new for myself (which was the original goal of this experiment, even tho the engine itself is built incredibly nice and mostly easy to work with). The mod itself is almost in a somewhat playable state. I implemented a custom widget system for knapping and clayforming, and chests now create an inventory grid that stays above the chest block itself, same for barrels. The main inventory GUI was merged for ease of use, but the entire UI system of the mod is unbelievably ugly, and I wish I could do more with it.

I also started optimizing a lot of things because my 4060 was giving me around 16 ms at 90 Hz. I managed to remove most of the bottlenecks in my rendering pipeline like CPU->GPU sync calls in OpenGL, but I’m limited by the in-game engine flow, as I don’t have the desire, will, or knowledge to rewrite and rewire it. I managed to get render time down to 4–6 ms on low graphics settings.At this stage of the development I plan to fix last things that bother me the most, playtest myself for a bit and release mod in the discord server with a short lived public invitation in this topic.

P.S Minecraft vr mods are 100x times better than what I'm doing, I played one for like an hour and it was really cool, VS has a lot more personal charm to me, but In fear of ruining it I ruined development time as beta version was supposed to be released 2 weeks ago 
 image.thumb.png.542b6d11af7dbdb7ac4634de064b9bae.pngimage.thumb.png.f790864f5d81ff23c4d50c6d7d0593bf.png

Edited by Reva Revenant
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Posted
Just now, OrekiWoof said:

That's classic software development

Out of frustration caused by working with OpenGL I got sidetracked and tried making my own renderer (to better understand OpenGL) using Zig language (with no prior experience in any C infra), wasted 2 days on rotating sphere and realized that working with already existing solutions is easier xDimage.png.aeb5f6745ba9d3e2f8bfbb17839eda87.png

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Posted

After all, I decided to take a break from this project after attempting to fix specular lighting on the water surface so it would work correctly with stereo eye positions.

I’m releasing a very broken/buggy version of the mod on my Discord server: https://discord.gg/b7pqfhtp5X

This release is meant only for those who want to experience Vintage Story in VR in any state. Anyone looking for a pleasant or seamless experience should not try it at all.

Those who still decide to try it can message me on the server and share their experience or suggestions. While I’m taking a break from active development, I may still fix some small bugs or issues like overlaping buttons.

Ty everyone for the attention, and have a nice day. 

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  • 1 month later...
Posted

TBH, I'd love just a "lite" version of it where I could still use the keyboard, mouse, and play in VR. Maybe some sliders to adjust interface, menu, and inventory positions...

Not gonna lie though, the VR hands feature on this for crafting is pretty cool.

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  • 2 weeks later...
Posted
On 2/28/2026 at 3:10 PM, Reva Revenant said:

I’m releasing a very broken/buggy version of the mod on my Discord server: https://discord.gg/b7pqfhtp5X

 

Bumping, I'd love to see VR in VS, even in limited capacity. The discord link is expired :(

Also, has anyone/have you considered something like trackIR as a sort of augment to the game?

Posted
On 5/9/2026 at 7:46 PM, Ricksdetrix said:

The discord link is expired

Hello, it's strange I've sent unlimited time to it and only limited to 100 uses (it's 67/100) and it seems to work fine for me in incognito mode. 


If you still can't use it, DM me for personal link
 

On 5/9/2026 at 7:46 PM, Ricksdetrix said:

trackIR

Honestly, it's the first time I hear about this technology so I never concidered it. 

Posted

Just chiming in to say:

  • Good on you for even attempting this, you've gotten further than a lot of other VR mods for other games.
  • For me, VS is all about immersion, so VR is a super natural fit. I would hope to be able to play VSVR one day.

To answer your question from a few months ago, for me the minimal viable product is that I can play the game 'normally' (i.e. M+KB controls) but with stereoscopic vision through the headset. The GUI elements can float statically in my face, that's fine, as long as I can see and interact with them. A nice example for inspiration is the Subnautica VR mod, which does exactly this (with game controller rather than M+KB), and is an incredible experience.

Next step up from that would be options/settings special to VR, like:

  • Manual height adjustment
  • Recentre view
  • Bindings for VR controllers (even without motion controls)
  • Smooth vs incremental turning
  • Visual compensation for turning, like total blackout vs vignette vs nothing.

Basic version of the above is those options being in a config file somewhere, that you edit outside the game. Bonus points if they're somehow in the game menu.

Then the big step up to 'native VR' level is stuff like:

  • Motion controls
  • First-person body animated
  • Custom GUI
  • GUI elements on in-game arms
  • Smooth vs incremental locomotion (super hard for some games, including VS I imagine)

Personally, I prefer fewer features and more stability to the opposite. For example, the Morrowind VR mod is incredible, it does basically all of the above, but you have to suffer through some jank. I would would rather lose motion controls and go back to 'click to attack', and NOT have the UI wobble and jump around, my arms twist into unnatural shapes, etc.

I agree with the comments others have made about hardware, realistically the target is probably Quest 3 until/if Steam Frame comes out. I have Reverb G2 and I play VR mostly seated because the cable is such a pain.

Anyway, hope inspiration strikes you again at some point! I'm definitely happy to help test if that happens.

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Posted
On 5/16/2026 at 5:07 AM, TormentedMusic said:

Just chiming in to say:

Hello, appreciate your time and effort to put up this impressive list.

I've kind-a abandoned posting news here on the forum as I'm not used to that type of communication. If there is anyone who wants to see more progress updates here, let me know. 

On 5/16/2026 at 5:07 AM, TormentedMusic said:

Next step up from that would be options/settings special to VR, like:


Actually a lot of stuff that you suggested was already implemented, like Custom GUI, GUI on hands, auto-height adjustment (but after reading your suggestion I now consider adding a manual way to change that), config that you can edit in game using chat commands like ".vrchat disable", auto-recenter.

But also you suggested some actually important mechanics I totally forgot about, like 

On 5/16/2026 at 5:07 AM, TormentedMusic said:

Smooth vs incremental turning

and

On 5/16/2026 at 5:07 AM, TormentedMusic said:
  • Visual compensation for turning, like total blackout vs vignette vs nothing.

I originally planned them to be present but feature creep kicked in and I totally forgot about these. 

Also what was done and not mentioned before:

  • True-stereo render*
  • Custom UI anchoring logic, that well obviously anchors UI to its block like chest or dead creature. 
  • Crafting/knapping/clayforming (not super comfortable but at least somewhat functional)
  • Somewhat working support for Linux**
  • And lots of other stuff that I already forgot about


If someone else has any ideas on that matter I would be glad to read them here or in discord.

And again, I thank you for your time and ideas, I definitely took some inspiration from your post

If you want to test the mod, join the Discord server and try the public version.
If you'd like to help me develop it by testing experimental builds (or by proposing any ideas/concepts), DM me.

Best regards, 
Revenant ꑭ

 *for optimization I exclude some render passes from second eye (ones that do not need stereo effect, or flat like UI)
    ** I was able to run mod in linux OpenSuse Tumbleweed and it worked fine, but other players experienced issues with controller inputs

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Posted

I would about kill for a proper VR mod for quest 3 or 2 (I have both), in fact, I might even be interested in financially backing it. 

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  • 2 weeks later...
Posted

The IK for the arms and hands looks good so far. will the plan in the future also attach the gui for the hotbar, health, saturation/hunger and oxygen to the arms of the character instead?

Posted
8 hours ago, VoidSpawned said:

attach the gui for the hotbar

For now it's more of a PoC, model doesn't have propper wrist so you can't actually aim at stuff with your character hand, to fix that you would need to mod model to add new bone but then it would 10x problems with IK 

Posted

Update 
Full feature list for beta 2 which is downloadable now in discord:

True stereoscopic VR rendering (separate view per eye)
OpenXR support (SteamVR, Meta/Oculus, Monado, WiVRn)
Head tracking and positional tracking
Left thumbstick movement
Right thumbstick turning (smooth or snap)
Adjustable turn speed and snap turn angle
Optional turn comfort vignette
Auto and manual recenter
Full two-hand controller input
Dominant hand selection (left or right)
Controller ray aiming for blocks and entities
Mine, place, attack, and interact at reach distance
Controller haptics (mining and UI)
Visible 3D controller models in-world
Somewhat working arm IK (character arms follow controllers)
3D VR inventory (backpack, crafting grid, armor, hotbar)
VR storage UIs (chests, barrels, containers)
Corpse looting UI
VR crafting interfaces (firepit, knapping, clay forming, smithing, quern)
Wrist-mounted hotbar
VR HUD (tooltips, progress bars, tool mode, block/entity info)
VR death screen (pretty awfull looking)
VR chat panel with message history
Adjustable chat panel (size, distance, position, head-relative or wrist-mounted)
Saved user settings (crosshair scale, turn mode, comfort options)
Correct stereo transparency (glass, water, foliage)
VR clouds and water rendering
Adjustable render resolution and world scale
Windows and Linux support

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