v0.1.0-alpha
Pre-releasePre-alpha. First public build of a VR mod for Mirror's Edge (2008). Shared to gather
reports, not because it is finished — the HUD is broken in VR and this has run on very few
machines. Expect crashes.
No game files are modified. Installing is copying three files into Binaries; uninstalling is
deleting them.
⚠️ You must play through Virtual Desktop
Mirror's Edge is a 32-bit process and almost nothing ships a 32-bit OpenXR runtime any more.
This was measured, not assumed:
| Runtime | |
|---|---|
| VirtualDesktopXR (VDXR) | Works. The only one that does. |
| SteamVR | Ships no 32-bit runtime at all. Index, Vive and other SteamVR-native headsets cannot run this yet. |
| Meta / Oculus native (Link, Air Link) | Its 32-bit runtime crashes on startup. |
So: a standalone headset, Virtual Desktop with VDXR as your OpenXR runtime, and the
stream already running before you launch the game.
You also need the Visual C++ 2015–2022 Redistributable, x86.
The x64 one you already have does not count. Without it Windows silently declines to load the
mod and the game starts flat with no error — the most likely cause of "nothing happened".
What works
- Native stereo rendering — both eyes rendered by the engine with their own projection,
every frame. Not reprojection, not a flat screen floating in space. - 6-DOF head tracking, sampled inside the frame it is drawn for.
- Touch controllers as a gamepad, so the game's own layout applies 1:1 — or keyboard and mouse.
Install
Unzip d3d9.dll, openxr_loader.dll and mevr.ini from the attached mevr-0.1.0-alpha.zip file into the game's Binaries folder, beside
MirrorsEdge.exe. Start the Virtual Desktop stream, then launch the game.
Stereo arms itself a few seconds into the first loaded level, not at the menu.
Three things you will want to know
- PAGE UP recentres the view, any time. A headset put on slightly crooked leaves the world
tilted, and this fixes it instantly. - Left stick click is the in-game menu — you need it for the tutorial. Press the left
thumbstick in. Left grip is jump, because the game puts jump on the left shoulder. - Set the game's resolution as high as it goes, keep it 16:9, and turn vsync off. The mod
splits the game's own frame per eye, so the game's resolution is your per-eye resolution. A
resolution change needs a game restart.
Known issues
- The HUD and in-game menus are split across the eyes and unreadable in the headset. They
come through the same 2D path as the game's full-screen post passes, and separating them
properly means giving the overlay its own composition layer. Workaround: glance at the flat
monitor, which still shows the game normally. - Resolution is not taken from the headset — see above.
- No weapon or hand anchoring. This is a stereo-camera mod, not a full VR conversion.
- If motion sickness is a problem, try
LockAnimPitchandLockAnimRollinmevr.ini. Leave
LockAnimYawoff.
Reporting a bug
Open an issue and attach %LOCALAPPDATA%\MirrorsEdgeVR\mevr.log. It names the version, the
runtime, which ini it read, and what the startup sequence was waiting for. A report without it
usually cannot be acted on. Say which headset you used and whether the game reached a loaded
level.
d3d9-0.1.0-alpha.pdb is attached for turning a crash address into a line number. You do not
need it to play.
The README lists what is planned for alpha and beta, including the real HUD fix, full headset
resolution, snap turn, and hand tracking.
d3d9-0.1.0-alpha.pdb
mevr-0.1.0-alpha.zip