-
Posts
24 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by Reva Revenant
-
Do you have block instability enabled? Also creating a copy of your world and running around with no mods at all would be the fastest way to find out if problem is related to them or is it generally something wrong with the game on your system
-
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
-
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
-
video_2026-06-04_17-28-31_2.mp4 video_2026-06-04_17-28-31.mp4 Attempt at implementing IK for VR hands will be off by default and can be configured (xyz offset)
-
Imagine filtering mods by WHO or WHAT made them instead of, I don't know, quality, uniqueness, or what they actually add to the game. Also can't wait for the "ethical" enemy AI that runs on ten thousand nested if-else statements because apparently using ML for NPC behavior is problematic now. Bad mods existed long before AI was a thing. If AI thumbnails are your quality indicator, what's your plan for the human-made mods that are just as broken and abandoned? A "made with pure human suffering" badge doesn't really say much about the code inside. I'm no artist and can't speak to that side of things, but in coding, AI is to Stack Overflow what the internet was to physical books. More convinient tool doesn't make the craft disappear - it just changes where you look things up.
-
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. 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 and 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
-
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 Honestly, it's the first time I hear about this technology so I never concidered it.
-
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.
-
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
-
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
-
Took me a while at first, switching from Meta App to Steam VR as OpenXR runtime fixed the bug where eyes view was crossed. (1 and 2 Screenshots from first 2 days of development)
-
Hello, thanks for reaching out. Code-wise, I’d like to remain a solo developer at this stage of the project. In the future, I might consider uploading it to a public GitHub repository. (Or if I fail and give up at some point) If you’d still like to contribute to the project with ideas or opinions, I can DM you a link to the mod’s Discord server. It will be released publicly once the first beta version is ready for playtesting.
-
Hi, check DMs
-
Hi, thanks a lot! At some point I spent 4 days on a single bug and felt completely devastated by it, so as a last resort I had to disable water rendering and move on to the GUI, which went a lot more smoothly and gave much needed feeling of progress. In the future, I want to have the interface located physically in the world (like a floating plane) and the hotbar rendered relative to the secondary hand (left or right, both could be swapped). Originally, I had a lot of motivation because I wanted to make some mod for a long time. I chose VS because engine was written In C# and Minecraft VR videos with Vivecraft, also I wanted to finally use my Quest 3, which has been lying around for more than a year without any use. Thanks for the support and attention to this project, it honestly means a lot to me. If it weren’t for the attention, I would have already ended this “experiment” after three sleepless nights and moved on. For everyone interested in this project: if you have any ideas or suggestions, don’t be shy to DM me or post them here (or discord if someone want's it ^^). I’m open to any suggestions. P.S. If I’m able to finish rendering proper hands and water, I’m thinking about making some sort of mod trailer. The first version will probably be single-player only, but I’m planning to add support for multiplayer as well (and maybe host a server, but that depends on demand and ping).
-
Hello everyone. I’m back with a small progress update on the mod. The GIF quality is questionable, and some parts are still held together by hope and sleepless nights, but it actually works now. I’d say I’m around ~60% of the way to a beta MVP. The hard parts are mostly in place. What’s left is polishing, testing, and emotionally preparing myself for the next wave of bugs. So, what works right now: You have hands. They are mostly where your hands should be. You can walk around. You can look around It’s a proper stereo view. Water shader no longer tries to kill the renderer (my custom is a fair bit worse than vanilla, but it behaves). The GUI shows up. You can point your hands at things and interact with them. It’s still very much not release-ready, but it’s already… kind of fun? Downloading someone’s creative map and walking around in it in VR feels genuinely cool. Anyway, here’s a small GIF of me testing interactions with GUI and clay (I’m using Steam Link, and video is from SteamVR view, so GUI looks a bit off in the recording):
- 42 replies
-
- 13
-
-
-
-
Do you mind telling me what VR device you are using? I have a Quest 3, and for now it’s the only headset I can test on. I’ve also had a lot of trouble because SteamVR doesn’t see my Touch controllers properly and reports them as HTC Vive for some reason, so I had to revert to Meta app as default OpenXR launcher. I’ve already implemented movement using the stick, looking around 360° via head rotation, rotation using the stick (slow, console-like, but when you mentioned snap-rotate, I think that would be nice to have too), and a little bit more, but less interesting details
-
What would you consider the minimal playable state?
-
There is an easy fix. I once saw a mod called "Handsome Drifters". It seems like something you must have in every modpack.
-
While testing stuff and sitting still in a world, I got killed around 5 times by a boar, 3 times by a wolf, and one time I managed to escape a bear using VR movement. So yeah, pretty unforgettable experience in my opinion.
-
I actually enjoy doing this, even if it remains just a prototype and is eventually forgotten, until someone in a few years Googles "VS VR mod" and finds something. However, I lack game knowledge. I know it to some extent, but the furthest I got is smithing copper tools, which is not enough. For example, I know nothing about standard VR controls, so I can’t properly map them in a mod. That’s why it would be great to have someone to talk to or hear some ideas. I’ve spent around 19 hours on this over the last two days, and I wanted to hear what others think about this. It’s a fun project, and downloading someone’s creative map where they built a city and walking around the interiors felt amazing and worth it. I wish others could experience this in VS, as it provides a sort of unique atmosphere, but I can’t publish the mod at this stage because there is too much janky stuff to even launch into the game, and that could ruin the overall experience.
-
Hello, I’ve been trying to make a VR mode for the last two days. So far it’s been… partially successful. I’m already about 50 EUR deep into this, and after spending two hours trying to map the Quest 3 controller "A" button to the in-game Jump action, I’ve started seriously questioning my life choices. Some things do work, some things are very broken, and everything is held together by hope and questionable decisions. So I've been wondering: is there even any real interest in a VR mod right now? Would anyone actually use it, or am I just doing this for fun and self-inflicted suffering? I’m mostly exploring out of curiosity—trying to see if this is a quirky niche experiment or something people would genuinely be excited about. I’m interested in your thoughts/ideas on this. Tnx for your time (Hope it's the right forum section)
- 42 replies
-
- 18
-
-
-
-
-
-
Has anyone ever tried to implement VR support for Vintage Story?
Reva Revenant replied to Reva Revenant's topic in Questions
Well, now at least we can say someone did try. And even better, there’s an image of a WIP to prove it actually exists. There’s a lot of stuff wrong in that image, but I’ll have to sit down and properly figure that out tomorrow. Still, it’s nice to finally have something concrete instead of just "maybe someone did this once". -
Has anyone ever tried to implement VR support for Vintage Story?
Reva Revenant replied to Reva Revenant's topic in Questions
I’d be surprised too. But still, I tried to dig around for anything that looks like a real attempt at implementing it, and so far I’ve found basically nothing. Just a bunch of posts over the years asking for VR support and people saying "yeah that would be cool". -
Hey, I’ve been wondering for a while if anyone has ever tried to get VR working with Vintage Story in any form. Even just experiments, half-broken prototypes, engine hacks, whatever. If someone did try: How far did it get? What approach did you use? What killed the project in the end? Performance, engine limits, input, UI, sanity? And if nobody really tried, I’d still love to hear from people who know the engine/modding side: Does VS even make sense for VR? What would be the biggest technical roadblocks (stereoscopic rendering, etc.)? Are there any hard engine limitations that make this basically impossible or extremely painful? I’m not saying “we should totally do this tomorrow”. I’m mostly trying to understand if this has already been explored and what the outcome was. If there are old threads, abandoned projects, or stories like “we tried this once and it was a horrible idea”, please share. Thanks!