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Releases: GingasVRFO/Dishonored-VR

Dishonored VR Alpha

Dishonored VR Alpha Pre-release
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@GingasVRFO GingasVRFO released this 30 Aug 06:08

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)