v0.8.0 - BioShock Infinite joins: all three games in one zip (early access)
BioShock Infinite is now playable in VR. Same two DLLs, third game: drop them into ...\steamapps\common\BioShock Infinite\Binaries\Win32\ (note: NOT Build\Final - Infinite is UE3 and keeps its binaries elsewhere) and launch through Steam with your headset connected. BioShock 1 and 2 are unchanged in this release and were regression-checked.
Infinite is a different engine from the remasters, so this is a from-scratch VR bringup, shipping as early access: playable and comfortable from the start of the game through the early city (the tested range). Later chapters, the Skyline and the DLCs have not had a VR pass yet.
What works today in Infinite
- Full-rate stereo rendering + 6DOF head tracking (Quest 3 via Virtual Desktop/VDXR is the tested path; any OpenXR runtime with a 32-bit loader should work)
- Motion controllers: gun right, vigor left, aim laser + dot
- Interactions follow your head - USE prompts arm where you look, not where your body points
- Scripted sequences and cutscenes play correctly, including first-person vignettes (drinking a vigor shows the authored hands; door cinematics no longer double the hands) - with an F10 fallback radio per scene
- Melee swings and executions; the sprint arm-pump is suppressed
- Game HUD on a readable floating panel; flat crosshair hidden in favor of the laser
- Body-follows-head movement, stick pitch disabled, snap turn
- In-headset F10 tuning overlay; settings persist per game (
%LOCALAPPDATA%\BioshockVR\bsi\)
Performance - read this first
Infinite in VR is heavier than the remasters. If you see judder or jitter, lower the load: reduce the game resolution first (resW/resH in the F10 overlay, keep it roughly square), then Virtual Desktop's streaming quality. A clean 90 Hz at modest resolution beats a sharp stutter. If the image freezes after taking the headset off/on, toggle "VR enabled" off/on in F10 - the session recovers instantly.
Known issues (early access, in the open)
- Brief visual artifacts where the game streams the world in (the bell tower at the very start is the clearest example) - passes when loading settles
- Hand/arm model jank in places; with a vigor and NO gun the hand model sits differently than with a gun (per-loadout tuning unfinished)
- Aim not fully fine-tuned; per-weapon aim/model calibration in progress
- A few specific cinematic beats: the tattoo-on-your-hand beat still hides the hand; some holds may show hands a beat late; F10 "cutscene rig: always hide" is the per-session fallback
- Reload animation can look wrong on some weapons
- Near view-edge the hand model can drift slightly toward the camera
- Some hand effects (muzzle flash, tracers, vigor charge plume) can appear at the game's original hand position instead of your controller
- And a few smaller ones - report with
%LOCALAPPDATA%\BioshockVR\bsi\bioshockvr.log
Upgrading from v0.7.0
Copy both DLLs over the old ones in each game folder you use. Your tuning in %LOCALAPPDATA%\BioshockVR\ wins key by key; everything new arrives as new keys with working defaults.
sha256(zip): 795EB0F2ED8972240E9DC61E575B96827CB5042DE6AF00304F5ABB37DA1FFEE7