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v0.8.0-alpha: The Weapon In Your Hand (the gun follows your controller)

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@Firejumper93 Firejumper93 released this 10 Aug 19:35
· 9 commits to main since this release

The weapon follows your hand now.

This release adds the first real motion control to Wildlands VR: the game's own weapon follows your right controller, in position and rotation, one to one. Point your hand and the gun points there. It is not an overlay or a fake viewmodel; the mod writes the bone the engine mounts the weapon on, at the exact moment the engine reads it, so the model, the muzzle flash and the collision all move together.

As far as we can tell, no game on this engine family has had a motion-controlled weapon before. This is the first pass at it, and it ships with its rough edges named below rather than hidden.

What you get in this build

  • Motion-controlled weapon (new): the held weapon tracks your right controller 1:1. On by default; wgun = 0 in GRWVR\grwxr.cfg turns it off and gives you exactly the v0.7.0 behaviour back, live, no restart.
  • A safety rail on the feature: however wrong a tracking sample ever is, the gun cannot end up more than 60 cm from where the game itself put it, and its rotation rate is capped. Both are tunable in the config.
  • Everything from v0.7.0: full stereo on the current game version at 72 Hz, true first person, head aim (Numpad Decimal), Touch controllers as a full emulated gamepad, hand markers, 4K internal rendering, hot-reloading config plus the cfg_gui.exe slider editor.
  • A hardening fix: a config-supplied research value could previously crash the game if edited out of range by hand. Config values are now bounds-checked before use. A number in a text file should never be able to kill the process, and now it cannot.

The honest limits, read before judging

  • Bullets still follow your gaze, not the gun. You can point the weapon at one thing and hit another. Aiming down sights remains the accurate way to shoot. This is the last major piece, it is close (three candidate mechanisms were tested and ruled out with evidence, one identified candidate remains), and it is what the next release is about.
  • Your character's arms do not follow the weapon yet, so the gun can look detached from the body. IK arms are a later phase.
  • The gun sits where the engine mounts it, near the receiver, which may not be exactly in your fist. A grip offset is coming.
  • Head hiding in first person is still out on the current game version (see the v0.7.0 notes); you will see hair or helmet from inside until the engine function is re-derived.

Release engineering, honestly

The motion-controlled weapon was confirmed in the headset on 2026-08-09/10 ("it is tracking the controller", position and rotation both, clean counters over 7 million hook calls). This exact binary was then built from that source plus the bounds-check fix above, on a different machine, and has not itself been through a headset run yet. Nothing in the fix touches the weapon path; it is labeled here anyway, because that is the deal: you get told what was tested, not what should work.

Settings and install

Unchanged from v0.7.0: unzip anywhere, run install.bat, read INSTALL.txt. ASW off, fullscreen window mode, SMAA or no AA (never TAA), motion blur off, FSR off, 72 fps limit. If your game is under Program Files, right-click install.bat and run as administrator. Your antivirus will probably flag dxgi.dll; INSTALL.txt explains why in full, and the complete source is public if you would rather build it yourself.

The usual rules

Solo campaign only. Never co-op, PvP, or matchmaking (the game ships Easy Anti-Cheat). Offline mode recommended.


A few people have asked whether they could donate. There is now a page for that: buymeacoffee.com/firejumper93. Entirely optional, never required, nothing is gated behind it; the mod is free and stays free. It just helps with tools and late nights, and it is appreciated.