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Releases: BuckleBean/DeusExHRVR

v0.5.1 — Scale, recenter and a gentler walk

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@BuckleBean BuckleBean released this 23 Oct 20:10

v0.5.1 — Scale, recenter and a gentler walk

Set your world scale from inside the headset, recentre without reaching for a key, and soften the walk.

This is a fork of farmerarmor/DeusExHRVR, continuing from v0.5.0.

Install

Download DeusExHRVR-world-scale-2026-10-23.zip, extract it, and from that folder run:

powershell -ExecutionPolicy Bypass -File .\install.ps1 -GameDirectory "<your Deus Ex HR Director's Cut folder>"

If you already have a DeusExHRVR.ini, the installer leaves it alone. Everything new here has a working default, so an existing configuration keeps behaving as it did.

Steam DXHRDC 2.0.66.0 only. The installer checks the executable's hash and refuses anything else. It replaces the game DLL and the 64-bit companion together; this build uses transport version 17, and a mismatched pair refuses to connect, so never copy just one of them over.

World scale, changed while you play

VR Settings > World Scale sets how many game units make up a metre, which is what decides whether the world feels life-sized around you. Save & Back applies it the moment tracked gameplay resumes — no restart. Discard & Back keeps what you had, and a draft you never save changes nothing.

300 is now the default, and Reset to 300 is the return point. You can adjust in either direction from there, within the existing 10 to 1000 range.

Earlier versions fell back to 100 when the setting was absent, which the installer's own configuration then overrode with 300. The example configuration and the README showed 100 as well, so anyone who set the file up by hand got a world three times larger around them, with their own hands looking enormous. The code, the example and the documentation now all say 300.

An explicit setting you already have is left alone, including an explicit 100. What changes is the case where the key is missing or its value is invalid: that now gives 300 instead of 100.

300 is not a universal comfort recommendation. It is a starting point that works, and the control is there because the right number depends on you.

Scale also changes how far you can reach. Your own position is scaled, but the game's interaction distances stay fixed in game units, so making the world larger means standing closer to things before they respond. If you take the scale well away from 300 and find interaction awkward, that is why.

Your saved calibration is preserved across a scale change. Stereo views already queued keep the scale they were drawn with, so a scene mid-transition stays coherent rather than tearing between two scales.

Recentre from the menu

A Recenter action at the foot of the VR settings panel, with a three-second countdown so you can face forward before it takes effect, and a Cancel if you change your mind. It uses the same placement behaviour as the existing F9 recentre. Moving the controller, losing headset focus or leaving the menu cancels the countdown. It does not submit your settings or disturb a pending draft.

A gentler walk

Walking Response offers Normal or Gentle, and defaults to Normal. Gentle eases partial stick deflection after the game's own deadzone processing, so small and medium stick movements translate into a slower, less twitchy walk. It leaves your direction alone and leaves full deflection at full speed, so sprinting is unaffected, and it does not touch menus. Requires MotionControls. It persists as MovementResponse under [VR].

Also in this release

Interaction aiming is now a choice. InteractionAim accepts Mouse, Headset or Controller, and it is in the panel rather than the file.

One press restores the default gameplay bindings. Useful after experimenting with the remapping list. It asks for confirmation first.

The panel is centered, with one shared layout across its pages and presentation closer to the game's own menus.

Less runs in the background. Instrumentation left over from development has been removed, and what remains is behind settings that are off by default.

The remapping menu displays your current VR bindings. Action names assume the game's default controller layout; if you change that layout, the labels may differ from what the controls do.

Known limitations

A scenery artifact at the tail of some takedowns is unresolved. Roughly two takedowns in five, near the end of the animation. Unchanged in this release; cosmetic, and the takedown completes normally.

Save and Discard across a restart was not specifically verified. Settings persist in ordinary use; no dedicated restart test was run.

Weapons in third-person views. When the game takes the camera out of Jensen's eyes — cover, ladders, some scripted shots — an equipped weapon still follows your controller rather than returning to his hand.

Tested on one setup: Quest 3 over Virtual Desktop, VDXR runtime, Steam Director's Cut 2.0.66.0. Every feature above was used in the headset, and this exact build was played before release. Other headsets and runtimes are unverified, and this is not full-game regression coverage.

Verifying the download

SHA256  20320AD607DAB9D93520D210D885DD1698EC0062E78CEB9138741E5918EFC602

The four payloads inside:

FDEE9034...BFE87341  dist/atidxx32.dll
FAB66B83...4FB7E5AA  dist/DeusExHRVR/DeusExHRVRHost.exe
2895208C...B91B76E   dist/d3d11.dll        (unchanged since v0.4.0)
7FF26A1D...5CC8FB3   dist/atiadlxy.dll     (unchanged since v0.4.0)

Credits and licence

DeusExHRVR is by farmerarmor, LGPL 2.1. The gun-visibility fix and the conversation camera are Carnuntum's, from upstream PR farmerarmor#8. The stutter fix is imring's, from HRDCfix, MIT. See THIRD_PARTY_NOTICES.md in the package.

v0.5.0 - Settings in the headset

Pre-release

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@BuckleBean BuckleBean released this 21 Oct 20:18

v0.5.0 — Settings in the headset

Change VR settings from inside the game, and walk where your left hand points.

This is a fork of farmerarmor/DeusExHRVR, continuing from v0.4.0.

Install

Download DeusExHRVR-settings-menu-2026-10-21.zip, extract it, and from that folder run:

powershell -ExecutionPolicy Bypass -File .\install.ps1 -GameDirectory "<your Deus Ex HR Director's Cut folder>"

If you already have a DeusExHRVR.ini, the installer leaves it alone. The new options all have working defaults, so an existing configuration keeps behaving as it did.

Steam DXHRDC 2.0.66.0 only. The installer checks the executable's hash and refuses anything else. It replaces the game DLL and the 64-bit companion together; this build uses transport version 12, and a mismatched pair refuses to connect, so never copy just one of them over.

VR settings panel

A VR Settings button sits beside Options on the title and pause screens. Point with the right controller, select with the trigger, scroll with the arrows or the left stick. Save & Back applies and writes to disk; Discard & Back throws the draft away.

From it you can set:

  • Turn style — snap or smooth, and the snap angle.
  • Movement direction — whether walking follows your head, your left hand or your right hand.
  • Button remapping — an action list with press-to-bind. Select an assignment, release the trigger, then press the control you want. A confirmation shows the proposed control, what it displaces, and that action's previous assignments. Saved assignments take effect without a restart.

The remapping menu displays your current VR bindings. Action names assume the game's default controller layout; if you change that layout, the labels may differ from what the controls do.

The right controller also works as a pointer on the title and pause menus themselves, so the ordinary entries respond to it. Inventory, terminals and other in-world screens keep the native controls.

Walk where your left hand points

MovementDirection=LeftController is new: your left hand chooses the direction you walk, leaving your right hand free to aim. The existing Controller setting uses the right hand, which is also your weapon hand, so aiming steers you. Headset and Mouse are unchanged.

Also in this release

The VR view no longer takes a heading the aim cannot explain. In scripted third-person shots — takedowns, Icarus, Typhoon — the camera swings away from Jensen, and the mod would follow it with a view heading up to 160 degrees from the scene. Those frames are now rejected. Normal movement is nowhere near the limit and is unaffected; NativeLookHeadingMaxDeg=0 restores the old behaviour.

Known limitations

A scenery artifact at the tail of some takedowns is unresolved. Roughly two takedowns in five, near the end of the animation. The heading fix above removed a real defect but was not its cause — the heading path measures clean while the artifact persists. Cosmetic; the takedown completes normally.

Save and Discard across a restart was not specifically verified. Settings persist in ordinary use; no dedicated restart test was run.

Weapons in third-person views. When the game takes the camera out of Jensen's eyes — cover, ladders, some scripted shots — an equipped weapon still follows your controller rather than returning to his hand.

Tested on one setup: Quest 3 over Virtual Desktop, VDXR runtime, Steam Director's Cut. Every feature above was used in the headset before release. Other headsets and runtimes are unverified, and this is not full-game regression coverage.

Verifying the download

SHA256  81C6026EFFA4553A304167945A7CF418439219BBF307B3EB01D4ACF6059D6233

The four payloads inside are the exact binaries that were tested, not a later rebuild:

F3C5C495...1D2D8F   dist/atidxx32.dll
C29602D4...216CC4   dist/DeusExHRVR/DeusExHRVRHost.exe
2895208C...B91B76E  dist/d3d11.dll        (unchanged since v0.4.0)
7FF26A1D...5CC8FB3  dist/atiadlxy.dll     (unchanged since v0.4.0)

Credits and licence

DeusExHRVR is by farmerarmor, LGPL 2.1. The gun-visibility fix and the conversation camera are Carnuntum's, from upstream PR farmerarmor#8. The stutter fix is imring's, from HRDCfix, MIT. See THIRD_PARTY_NOTICES.md in the package.

v0.4.0 - Controller hands and motion-sickness fixes

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@BuckleBean BuckleBean released this 19 Oct 17:33

Jensen's hands at your controllers, and the fix for the view motion that made this game hard to play in VR.

This is a fork of farmerarmor/DeusExHRVR, continuing from upstream v0.3.0.

Install

Download DeusExHRVR-hands-2026-10-19.zip, extract it, and from that folder run:

powershell -ExecutionPolicy Bypass -File .\install.ps1 -GameDirectory "<your Deus Ex HR Director's Cut folder>"

On a first install it now writes a DeusExHRVR.ini for you, containing the configuration this release was tested with. Previously the mod installed four binaries and no settings, so a fresh install ran with the hands, the comfort options and the motion-sickness fixes all switched off, and you had to know to copy a file to get any of them.

If you already have a DeusExHRVR.ini, the installer leaves it completely alone. Upgrading never changes or even reads your settings.

Steam DXHRDC 2.0.66.0 only. The installer checks the executable's hash and refuses anything else.

Controller hands

With motion controls enabled, Jensen's hands are drawn at your controllers instead of the arms the game animates, and an equipped weapon is carried using the game's own hand-to-weapon relationship.

No calibration is required. The hand position comes from the player model's own skeleton, so there is no gesture to perform, no file to build, and nothing to redo when you change controllers.

The game does not use one player model throughout — a second one, with 162 bones instead of 223, appears from M1 - Searching for Proof onward. Both are supported. If the mod meets a model it does not recognise it does not guess: the hands are not drawn and the weapon is carried at your controller, so the game stays playable, and it retries until a supported model appears.

The view motion fix

The game builds its camera from an animated skeleton, so walking, sprinting and drawing a weapon move the camera. On a monitor that reads as ordinary animation. In a headset it is motion you did not make, and when a save's own look angle is steep the heading extracted from that camera becomes several times more sensitive to small rotations — which shows up as the whole scene swaying as you move.

Three new options take the view from your aiming input instead, upstream of the animation: NativeLookPitchLock, NativeLookHeading and NativeCameraPosition. They are on in the installed configuration.

Also in this release

  • Guns no longer vanish when equipped during a level load — from PR #8 by Carnuntum.
  • An optional fixed first-person conversation camera, also Carnuntum's, shipped off — see Known limitations.
  • The HRDCfix stutter fix (SleepFix), from HRDCfix by imring, MIT.
  • Immersive scope on by default, and the left stick click no longer waits 150 ms before registering.

Known limitations

Weapons in third-person views. When the game takes the camera out of Jensen's eyes — cover, ladders and some scripted shots — the hands step aside and Jensen is drawn normally, but an equipped weapon still follows your controller rather than returning to his hand. You will see the gun beside you while his hands are empty, and its angle differs from the one you are used to. Aiming and firing still work. This is known, not a fault in your setup.

The fixed conversation camera ships off. In some conversations the held view ends up at floor height, leaving you looking up from the ground for the whole scene. That has been reproduced and captured, but the cause is not yet understood and no fix has been attempted. With it off, conversations use the game's own camera cuts, which cannot do this. Setting FixedDialogueCamera=1 is at your own risk.

Snap turn is on, and it is a matter of taste. Smooth turning makes many people sick in VR, so snap turn is in the installed configuration — but plenty of people prefer smooth. Set SnapTurn=0 in DeusExHRVR.ini and restart. Nothing else depends on it. The first few snap turns after a fresh install may overshoot while the mod calibrates itself against your mouse sensitivity; it settles within two or three turns.

Tested on one setup: Quest 3 over Virtual Desktop, VDXR runtime, on the Steam Director's Cut build. Other headsets and runtimes are unverified.

Verifying the download

SHA256  0D936D95BBACB7C460B81D17E526544353640F2EBCA91F5C178E06DFE1AC87C0

Credits and licence

DeusExHRVR is by farmerarmor, LGPL 2.1. The gun-visibility fix and the conversation camera are Carnuntum's, from upstream PR farmerarmor#8. The stutter fix is imring's, from HRDCfix, MIT. See THIRD_PARTY_NOTICES.md in the package.