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Releases: GingasVRFO/Dishonored-VR
Releases · GingasVRFO/Dishonored-VR
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Dishonored VR Alpha
First public alpha of Dishonored VR, A VR conversion of Dishonored (2012) for SteamVR headsets (Vive/Index) and Quest via Virtual Desktop (OpenXR).
Install: copy the two folders from the zip into your Dishonored install, run setup_resolution.bat once, then launch through Steam a direct .exe launch crashes at the menu. Full steps in the zip's INSTALL.txt and the README.
Features
- Full stereo rendering at 4032×2268 (2016×2268 per eye), 6DOF head tracking with lean/peek, seated-friendly
- Motion controls: both hands on Arkane's own animation rig, calibrated once, with per-stance trims — sword swings, blocking, the power wheel
- Blink aims with your controller, with a distance-by-hand-pitch mode and a bright landing marker
- Roomscale: walking physically moves Corvo through the game's own collision, with automatic recentering
- Crouch under furniture naturally; real-life ducking crouches Corvo
- Wrist-mounted HUD (health/mana on your arm), conversations bring the UI front-and-center automatically
- Hand-aimed projectile weapons (crossbow, pistol, grenades)
- Per-eye character shadows, sunshafts, and water reflections
- In-headset settings overlay (F10)
Known issues (alpha)
- Hands will rotate with your Head - currently no way to fix this, it's a locked animation from Arkane, they will still track position in 6d0f by your controllers.
- Intro cutscene is glitched, temporary solution is you will teleport to the prison after a few seconds upon starting a new game.
- Some dynamic lights render per-eye inconsistently (e.g. pub lamps)
- Fast-swinging thin objects (hanging chains) can shimmer between eyes
- A few vents or small areas will refuse crouch, use blink
- Possession / Devouring Swarm / Windblast aim with the head (Blink is hand-aimed) Will be on Hand Aim eventually.
- Cutscene cameras are fixed (no head-look during cinematics)