Releases: moistman42069/MCCVR-Halo-Build
Release list
Left-Hand Refinements and Experimental Roomscale
MCCVR Roomscale & Left-Hand Update (cfb22ed)
Experimental prerelease / work in progress. Roomscale body movement is
new, disabled by default, and has passed local build and simulation checks,
but this exact correction still needs headset testing. Keep your previous
working build and configuration backed up.
This cumulative build supports Halo 2 Classic and Anniversary, Halo 3,
Halo 3: ODST, Halo: Reach, and Halo 4 on both Steam and the Microsoft Store /
Xbox app. Halo: Combat Evolved is not supported by this package.
Downloads and exact identity
- Play the mod:
HaloMCCVR-cfb22ed-roomscale-left-hand-update-20260911-034759932Z-Build.zip - Matching source:
HaloMCCVR-cfb22ed-roomscale-left-hand-update-20260911-034759932Z-Source.zip - Source commit:
cfb22eda5c968fc10b1083b56817a710855bd546 - Build ZIP SHA-256:
1BCBC6BBC4EF6D420FCDCB0CBEFEB73908AB30C9842846BB3F1189CC77D9B48F - Source ZIP SHA-256:
1F4980151BB99333E6129E663CE00C440EF284E7FCC3048252DFA6693DD51922 - DLL SHA-256:
C48458548CE5EC7C584EB3AB1B38779526A0994667511876AE2C9D04B0D29F7E - Launcher SHA-256:
54A0E91B642BE153767584E916BE4D8AAF7928E46F78FBF46CB19D9E57834771 - Included config SHA-256:
E67114F4BD30A06A4750F57EC925D0598775C617454D76DCD57FF3902292AB3B
The tag and matching source archive identify the exact source used for these
binaries. The build ZIP also contains CANDIDATE-MANIFEST.json, the complete
manual, release notes, licenses, and file hashes.
Required MCC settings for every game
Set these before judging image scale, aiming, or performance:
| Setting | Required value |
|---|---|
| Video > Max Frame Rate | 120 |
| Video > V-Sync | Off |
| Halo 2 campaign Field of View | 120° |
| Halo 3 campaign Field of View | 120° |
| Halo 3: ODST campaign Field of View | 120° |
| Halo: Reach campaign Field of View | 120° |
| Halo 4 campaign Field of View | 120° |
| MCC FSR | Off |
The FOV setting is stored separately for each title in MCC. Check all five even
if one already reads 120. For ODST, also set Look Sensitivity to maximum and
Look Acceleration off so native aim can catch up with the controller reticle.
What changed since MCCVR-d77c9dd
Experimental roomscale body movement
- Adds Roomscale body movement under F1 > Controls. It is off by default.
- Converts horizontal physical headset movement into the active title's normal
walking input so Halo remains responsible for ground movement, walls, steps,
and collision. - Covers H2 Classic/Anniversary, H3, ODST, Reach, and H4 through title-specific
on-foot admission checks. - Fixes the first roomscale candidate's H3-only admission mistake and prevents
nested XInput wrappers from reading the mod's own merged stick as a physical
stick and cancelling roomscale movement. - Gives a real movement stick priority, expires stale commands after 100 ms,
resets across recenter/title/tracking changes, and consumes native travel so
the same physical step is not applied twice. - Keeps vertical physical movement as lean/crouch rather than issuing jump.
- Preserves controller aiming and head-relative stick walking.
Roomscale remains experimental and WIP. This build does not independently
turn the native character body with physical head rotation, and tracked camera
lean can still pass visually through nearby geometry. Body following suspends
in menus, pause, vehicles/turrets, and whenever current on-foot proof is absent.
Left-handed mode and hand alignment
- Restores the released
MCCVR-d77c9ddleft-handed weapon positioning as the
default after the newer anatomical correction produced poor alignment in a
headset test. - Adds Fix Hand Alignment (Experimental) directly below Left-handed main
weapon in F1 > Weapon & Aim. It appears only in left-handed mode and defaults
off. Turn it off at any time to return to the released placement. - Carries forward the primary/support pose, trigger, grip, velocity, haptic,
melee, and contact routing across supported titles.
The experimental anatomical option is not headset-accepted and can still
misalign hands or arms. Start with it off.
Contact, physical melee, controls, and stability
- Preserves the accepted responsive physical-melee baseline and its separate
World collision, Physical melee, and Gesture melee controls. - Keeps the 5.00 m/s physical-melee default and selectable 0.30–10.00 m/s range.
- Expands current weapon-contact bounds from the actually equipped render model
in H3, ODST, Reach, and H4, while retaining H2's live-verified authored path.
Invalid or unreadable custom data falls back locally instead of disabling VR. - Carries forward bounded contact-release smoothing, physical hand/weapon
contact, haptics, and broader native damage-target admission. - Restores snap-turn handling across all supported titles, including H2's shared
renderer path. Headset validation of the cumulative behavior is still needed. - Keeps precision arrow buttons beside every F1 slider. An arrow changes the
last displayed digit while normal dragging still works. - Keeps improved hook cleanup and manual Force injection / recover VR
controls. Automatic/manual recovery is still H3-specific and not fully
headset-confirmed across title re-entry. - The failed Halo 3 independent dual-fire experiment is disabled. Dual-wield
presentation work remains, but independent per-gun projectile direction is
unfinished and is not claimed by this release.
Supported-game status
| Title | Current coverage and important limits |
|---|---|
| Halo 2 Classic / Anniversary | Stereo VR, 6DOF, hands/weapons, controller aim, HUD/reticle work, contact, physical melee, snap turn, left-handed routing, and experimental roomscale. Seated controller aim exists, but full H3-style vehicle-control policy and first-person vehicles remain unfinished. |
| Halo 3 | Established VR path, hands/weapons, HUD, first-person vehicles, contact/melee, snap turn, left-handed routing, and experimental roomscale. Independent dual-fire remains disabled after headset failure. |
| Halo 3: ODST | Stereo VR, hands/weapons, HUD, first-person vehicles, improved weapon contact/melee, snap turn, left-handed routing, and experimental roomscale. |
| Halo: Reach | Stereo VR, hands/weapons, HUD, first-person vehicles, runtime weapon bounds/contact, snap turn, left-handed routing, and experimental roomscale. Some version/mission-specific effects and clarity reports remain open. |
| Halo 4 | Experimental stereo VR, hands/weapons, HUD/reticle controls, runtime weapon contact/melee, snap turn, left-handed routing, and experimental roomscale. First-person vehicle parity remains unfinished. |
Fresh installation
- Fully close MCC and extract the Build ZIP somewhere temporary.
- Open MCC's installation root, the folder containing
MCC\Binaries\Win64:- Steam: Library > Halo: The Master Chief Collection > Manage > Browse local files.
- Xbox app: MCC > Manage > Files > Browse, then open
Contentif necessary.
- Create a folder named exactly
Halo_MCC_VRin that root. - Copy
HaloMCCVR.dll,HaloMCCVRLauncher.exe, andhalomccvr.cfgfrom the
extracted Build ZIP intoHalo_MCC_VR. Do not extract the Source ZIP there
and do not replace files underMCC\Binaries\Win64. - Start your headset connection and OpenXR runtime. SteamVR is the currently
recommended/tested route; make it the active OpenXR runtime. - With MCC closed, run
HaloMCCVRLauncher.exefromHalo_MCC_VRand use the
anti-cheat-disabled launch path. For the Store edition, let the launcher
activate MCC through the Xbox app; do not rename the game executable. - Set the required 120° FOV in every supported game's own settings, then
load a campaign and press F3 to recenter.
Do not use this mod in anti-cheat-enabled matchmaking.
Updating an existing installation
- Close MCC completely and back up the existing
Halo_MCC_VRfolder. - Replace
HaloMCCVR.dllandHaloMCCVRLauncher.exewith the new pair. - Keep your existing
halomccvr.cfgso your controls, alignment, seat, and
picture settings remain saved. Missing new settings use current defaults;
roomscale and experimental hand alignment default off. - If you use both Steam and Store editions, update each edition's separate
Halo_MCC_VRfolder. - Remove obsolete
halo3xr.dll/halo3xr_launcher.exefrom the active mod
folder if upgrading from a very old build. Do not load both generations.
The included MANUAL-README.txt has expanded paths, controls, rollback steps,
roomscale testing instructions, and troubleshooting.
Testing the experimental additions
Leave Fix Hand Alignment off for the first run. To test roomscale, open
F1 > Controls, enable Roomscale body movement, press F3, close F1, and take small
physical steps on level ground with the movement stick idle. Then test normal
stick movement, stopping, controller aim, recenter, pause, death/respawn,
vehicle entry/exit, and title changes. Check Halo 3 as a regression and identify
H2 Classic versus Anniversary.
When reporting a problem, attach HaloMCCVR.log and HaloMCCVRLauncher.log and
state the game/mission, Steam or Store edition, headset, OpenXR runtime, and
refresh rate.
Known WIP items
- Roomscale translation in this exact corrected build awaits headset testing;
independent native body-yaw following is deferred. - Independent dual-wield projectile direction is unfinished. Halo 3's failed
experimental firing hooks remain disabled. - Complete H2 vehicle-control parity and H2/H4 first-person vehicles remain open.
- H3-style weapon-side zoom screens are not yet available across every title.
- Some sustained/sliding contact, modded weapon, unarmed, a...
MCCVR Left-Handed Controls & Precision Settings (WIP)
MCCVR Left-Handed Mode, Precision Controls & Dual-Wield WIP (d77c9dd)
Experimental headset-tested snapshot. This is the latest development
build, published early as a progress checkpoint. Several additions work well,
but dual-wield projectile direction, title re-entry, and some all-title
handedness work remain unfinished. Keep your previous working build and config
backed up.
Recommended runtime setup: Virtual Desktop with its runtime set to SteamVR,
SteamVR Beta, and SteamVR selected as the active OpenXR runtime. Future work will
continue improving parity across runtimes. If using more than one monitor, menu selection may be affected. If this happens, make sure the game window is selected on the correct monitor, or try moving the game window between monitors. Also make sure “fit game window to screen” is enabled in the in-game VR menu.
The maintainer tested this exact build on Steam with SteamVR/OpenXR 2.17.8,
an Oculus-family headset at 120 Hz. Halo 3 left-handed play and the new menu
controls worked very well. Halo 2 and Halo 3 dual-wield weapon tracking worked,
but the bullets still followed the shared reticle in visible gameplay. Halo 2
did not fully switch its effective control layout in left-handed mode. Halo 3
also failed to return to stereo after leaving and re-entering the title. These
limitations are documented below rather than presented as completed features.
Downloads and exact identity
- Play the mod:
HaloMCCVR-d77c9dd-WIP-Test.zip - Matching source:
HaloMCCVR-d77c9dd-WIP-Source.zip - Source commit:
d77c9ddecc7c08a4cfde5fae2f9a358be82c0b16 - Build ZIP SHA-256:
0621FA02CD73B4FD5D3BEA7A1DA2551E1D1C0B8B4E13AD17BD52257CD961E6A2 - Source ZIP SHA-256:
57A62EFE9078586F5F102F5DB0ED77735CA29D1BE05C75AE216186594313CA67 - DLL SHA-256:
F47BAB363B359B2564A8DF30A3B8E2839BD90832D4D55D4E2BB6FF72374D5812
The release tag points to the exact source used by the tested DLL. The build ZIP
contains MELEE-CANDIDATE-NOTES.md and CANDIDATE-MANIFEST.json with the full
WIP status and file hashes.
Supported games and carried-forward features
| Title | This build |
|---|---|
| Halo 2 Classic and Anniversary | Stereo VR, 6DOF head/controller tracking, hands, aiming, world contact and physical melee; dual-wield tracking works, while independent visible projectile direction and complete left-handed controls remain WIP |
| Halo 3 | Existing VR support, hands/weapons, world contact, physical melee, vehicles, precision settings, and headset-confirmed left-handed control routing; title re-entry remains unreliable |
| Halo 3: ODST | Existing VR support, hands/weapons, corrected world contact, physical melee and first-person vehicles; secondary contact refinement included |
| Halo: Reach | Existing VR support, hands/weapons, refined world contact, physical melee, on-foot aiming refinements and first-person vehicles |
| Halo 4 | Experimental stereo VR, hands/weapons, HUD/reticle controls, world contact and physical melee |
| Halo: Combat Evolved | Not supported by this package |
Feature completeness varies by title. A shared F1 option does not prove that
every engine implements it identically.
What is new
- Adds a default-off Left-handed main weapon option under F1 > Weapon & Aim.
It swaps main/support controller poses, triggers, grips, velocity and haptics.
Halo 3 was headset-tested successfully, including its effective control swap. - Adds left/right arrow buttons to every VR settings slider. A click changes the
last displayed digit: 0.01 for two decimals, 0.001 for three decimals, and 1
for integer/percentage controls. Slider dragging remains available. - Moves trajectory pitch/yaw/roll controls into Crosshair settings. Visual
support-hand offsets no longer change the two-controller aiming line or grab
zone. - Extends the physical-melee threshold range to 0.30–10.00 m/s while retaining
the 5.00 m/s default. - Adds bounded world-contact release smoothing: at most 10 mm for 120 ms.
- Removes the explicit biped-only filter from physical-melee targets. The native
game still decides whether vehicles, shield generators, or other objects can
receive the authored damage response. - Adds Halo 3 secondary/unarmed physical-melee response selection with a local
stock fallback. - Adds ODST secondary-palette weapon bounds and contact samples.
- Adds optional H2/H3 independent dual-ray code and prevents H2/H3/ODST
secondary weapon presentation from coupling into two-handed support aiming.
The maintainer's visible test still produced one shared bullet trajectory, so
this is explicitly unfinished runtime work. - Adds a Halo 3 stale-camera retirement path intended to recover after level or
session transitions. The supplied test log proves cleanup still failed during
re-entry, so no complete recovery is claimed.
Install or upgrade manually
- Close MCC. Back up the existing
Halo_MCC_VRfolder and
halomccvr.cfgbefore upgrading. - Find the MCC installation folder containing the
MCCdirectory. On Steam,
use Manage > Browse local files. In the Xbox app, use
Manage > Files > Browse; the correct root is normally the game's
Contentfolder. - Create or open
Halo_MCC_VRin that root and extract the build ZIP there.
The active files areHaloMCCVR.dll,HaloMCCVRLauncher.exe, and
halomccvr.cfg. Do not extract the source ZIP into the game folder. - On an upgrade, keep your existing config so you retain your tuning. New
options can be changed in F1. On a fresh installation, use the included
config. - Start the VR connection and SteamVR with SteamVR selected as the OpenXR
runtime. Start Steam for the Steam edition, or sign into the Xbox app for the
Store edition. With MCC closed, runHaloMCCVRLauncher.exeand choose the
anti-cheat-disabled path. - Do not use the mod in anti-cheat-enabled matchmaking. Do not launch an older
halo3xrinjector alongside this build or rename MCC executables.
Publishing this release does not install anything automatically. To roll back,
close MCC and restore your backed-up DLL, launcher, and config.
Known issues and WIP features
- Dual-wield projectile direction: both guns can track their controllers,
but the tested bullets still followed one reticle trajectory. Independent
trajectories need further correction. A future setting will let players
choose between shared-reticle and independent per-hand trajectories. - Halo 2 left-handed mode: visual tracking changes, but the effective
control scheme did not swap completely in the maintainer's test. Other titles
besides the headset-confirmed Halo 3 path need direct testing. - Anatomical handedness: authored hand meshes and arm chains can appear on
the wrong side, cross, or seat incorrectly after role switching. - Halo 3 re-entry / flat mode: after leaving and re-entering Halo 3, stereo
could not be enabled. The log shows repeated optional-hook cleanup failures
and a stale mapping retirement. Restart MCC as the current workaround. A safe
retry/force-injection control is planned, but is not included here. - ODST/Reach/Halo 4 dual wield: ordinary-campaign acquisition and complete
independent presentation/firing are unfinished. - Snap turning: restoration remains unfinished in this snapshot.
- World contact and melee: Warthog/shield-generator damage is unconfirmed;
native damageability and authored responses still apply. Contact smoothing,
custom weapons, unarmed strikes and secondary responses need broader testing. - Weapon and reticle alignment: per-title/per-weapon tuning, close-range
parallax and gun-stock calibration remain in progress. - Halo 2 AI: the earlier perception/aim regression remains under
investigation. - Reach rendering reports: doubled effects, graphics-preset behavior and
clarity reports remain version- and mission-specific follow-ups; no new fix is
claimed here. - Hardware, OpenXR runtime, multiplayer/co-op, mission, vehicle, refresh-rate,
and long-session coverage is incomplete. MCC updates can invalidate native
signatures.
Validation
- Exact Release x64 package build passed.
- Both test targets passed, including native ImGui slider input tests.
- Reach consistency gate passed.
- Pinned Halo 3 dual-fire and melee-selection binding verification passed.
- Build ZIP contents match the embedded manifest; all 691 source archive files
match the tagged commit. - The user log identifies exact source
d77c9dd, Steam, SteamVR/OpenXR 2.17.8,
Oculus-family hardware and 120 Hz.
This is an unofficial derivative of
pancreations/Halo-MCC-VR, under
the original MIT license. It is not affiliated with Microsoft or Halo Studios
and contains no MCC game binaries or editing-kit assets.
True Physical Melee (Test Build)
What this changes
IMPORTANT: The mod currently works best with this setup: Virtual Desktop runtime set to SteamVR. Switch to Steam VR (Beta). Then, once Steam VR is running, open the Steam VR settings and be sure to enable OpenXR as the runtime. Future releases will work to make it compatible equally with all runtimes.
This publishes the current melee test candidate based on the headset-accepted ad7fbf5 baseline. Many WIP fixes and implementations may be present in this build. For now, the main purpose of its release was to showcase the new true physical melee implementation and gather any bug reports needed to refine it further, among other things.
Installation: Make a new folder in your main MCC folder titled "Halo_MCC_VR". Then, move halomccvr.cfg, HaloMCCVR.dll, and HaloMCCVRLauncher.exe into that folder. Launch via HaloMCCVRLauncher.exe. Overwrite any old files as needed.
YOU SHOULD NOW BE ABLE TO FIST FIGHT THE COVENANT ! ! !
- Adds separate True physical melee and Gesture melee settings in F1, independent of World collision.
- Keeps both modes off by default and preserves the 5.00 m/s default swing threshold.
- Gives True physical melee priority when both modes are enabled to prevent duplicate attacks.
- Adds title-specific native contact adapters for Halo 2, Halo 3, ODST, Reach, and Halo 4. Halo CE remains excluded.
- Resolves Gesture melee through each title's active native controller mapping instead of assuming one fixed right-shoulder binding.
- Preserves per-hand motion state, held-gun contact samples, refresh-rate guards, tracking discontinuity handling, bounded queues, and feature-local failure isolation.
- Adds quiescent hook cleanup and updates packaging checks for independent melee admission and the active-binding gesture dispatcher.
- Includes the contact/H2/visibility/alignment refinements already present in the in-progress source snapshot.
Known limitations
- Fully unarmed native damage selection is unfinished. Some native builders can skip the hit query when no weapon is equipped.
- Secondary-hand/dual-wield strikes can still select the primary weapon's authored damage response.
- Halo 2 axis/held Gesture melee bindings decline safely with a diagnostic.
- Network-host behavior has not been accepted.
- All new physical-contact and gesture behavior still requires headset testing.
- This is an experimental snapshot, not a new accepted-build pointer.
docs/CURRENT-STATE.mdremains onad7fbf5.
Validation
- Release x64 build passed.
- Core test suite passed: 1/1.
- Reach consistency gate passed.
- Contact native-binding verification passed for all five supported titles.
- Gesture binding verification passed: five native melee identities, ten unique retail patterns, five state pointers, and five independently checked editing-kit XInput tables.
- Candidate source:
4e01f28b3ec5f5f8f533ac66d94978509cbcea54 - Candidate DLL SHA-256:
BE25108E16209DDB5ECF82D39C1EAB7B6982F0B3AC50F7DB8966B20D3630B21F
Supported games and carried-forward features
| Title | This build |
|---|---|
| Halo 2 Classic and Anniversary | Stereo VR, head/controller tracking, hands, primary weapon aiming, hand/weapon world collision and swing-triggered melee; AI and dual-wield fixes are WIP |
| Halo 3 | Existing VR support, hands/weapons, world collision, swing-triggered melee and first-person vehicles |
| Halo 3: ODST | Existing VR support, hands/weapons, corrected world contact, swing-triggered melee and first-person vehicles |
| Halo: Reach | Existing VR support, hands/weapons, refined world contact, swing-triggered melee, on-foot aiming refinement and first-person vehicles |
| Halo 4 | Carried-forward experimental VR support, hands/weapons, HUD/reticle controls, world collision and swing-triggered melee |
| Halo: Combat Evolved | Not supported by this package |
Packaging remained package-only; no MCC installation or game launch was performed.
MCCVR — World Contact & Aim Update (ad7fbf5)
MCCVR ? World Contact & Aim Update (ad7fbf5)
(Physical melee appears to currently only support the "Universal Reclaimer" button mapping on Quest headsets.)
This is the independently maintained MCCVR release from moistman42069/MCCVR-Halo-Build. It continues the original Halo-MCC-VR project by pancreations; original history, contributor credit and the MIT license are preserved. Reports and future downloads for this continuation belong in this repository.
Status: alpha prerelease. The maintainer headset-confirmed ad7fbf5 on September 5, 2026, accepting its hand/weapon world collision and current swing-triggered melee across the supported titles. This is not a claim of complete gameplay or hardware compatibility. Validation recorded Steam, Quest 3, SteamVR/OpenXR 2.17.8 and 120 Hz. Microsoft Store/Xbox app remains supported by the same build; that acceptance run was on Steam.
Important known issue: Halo 2 AI perception/aim can malfunction with the mod enabled in both Classic and Anniversary. A correction is being developed, but is not in this release.
Downloads and exact identity
- Play the mod:
HaloMCCVR-ad7fbf5-Contact-and-Aim-Refinements-Test.zip. - Matching source:
HaloMCCVR-ad7fbf5-Contact-and-Aim-Source.zip. - Instructions and changes:
RELEASE-NOTES-ad7fbf5.md(this document). - Verify downloads:
SHA256SUMS-ad7fbf5.txt.
These are the original, unchanged build and source ZIPs. Source commit: ad7fbf54e553db7ec4831f369f25088fd1a097c7. The release tag points to that exact commit. The default branch also contains newer release documentation; use the tagged source to inspect this binary.
The original ZIP names and embedded manifest retain their pre-test ?Test?/?UNTESTED? wording. Headset acceptance occurred afterward. The bundled manual contains historical instructions and feature lists; these release notes are the current instructions for this release, especially for supported titles, configuration preservation and experimental features.
Supported games and carried-forward features
| Title | This build |
|---|---|
| Halo 2 Classic and Anniversary | Stereo VR, head/controller tracking, hands, primary weapon aiming, hand/weapon world collision and swing-triggered melee; AI and dual-wield limitations below |
| Halo 3 | Existing VR support, hands/weapons, world collision, swing-triggered melee and first-person vehicles |
| Halo 3: ODST | Existing VR support, hands/weapons, corrected world contact, swing-triggered melee and first-person vehicles |
| Halo: Reach | Existing VR support, hands/weapons, refined world contact, swing-triggered melee, on-foot aiming refinement and first-person vehicles |
| Halo 4 | Carried-forward experimental VR support, hands/weapons, HUD/reticle controls, world collision and swing-triggered melee |
| Halo: Combat Evolved | Not supported by this package |
The cumulative build includes per-eye stereo, 6DOF head tracking, motion-controller input and aiming, turning/comfort options, two-handed aiming, a shared F1 menu, picture and HUD controls, and title-specific crosshair/vehicle behavior. Feature completeness varies by game; a shared menu option is not proof every title implements it identically.
Fixes and additions in this contact update
- Halo 2 weapon collision: corrected the render-model compression header using a read-only inspection of the loaded battle rifle. The old reader published no authored bounds; this generic format fix makes actual weapon bounds available rather than relying on fallback gun points. Collision reseeds when the held weapon/unit changes, including swaps with equal sample counts.
- Reach contact responsiveness: moved collision scheduling to its independently verified native central vector-test path. The previous narrower callback could leave long gaps between contact updates.
- Reach sliding stability: queries use the raw desired hand/weapon pose by undoing the exact correction applied to that stereo pair. This removes corrected-pose feedback that could repeatedly release and reacquire contact. Further smoothing is still planned.
- Reach on-foot aiming: the native firing helper can use a fresh controller-origin ray for the exact local unit, clipped against the world from the stock safe origin. This addresses head-to-reticle parallax when holding a gun to the side. Some weapon types select a different origin afterward; see known issues.
- Melee diagnostics: adds per-title counts for valid/absent velocity, peak swing speed, threshold crossings, native input pulses and cooldown blocks. These help distinguish tracking/input failures from native targeting failures.
- Melee default: retained at 5.00 m/s; corrected the stale F1 help text. Saved custom settings are preserved.
- Resolution feedback: F1 now distinguishes the resolution running in the current session from the resolution saved for the next launch.
- Earlier cumulative fixes retained: ODST hand/world collision, mapped weapon-bound publication in Halo 3/ODST/Reach, Halo 2 tag-base decoding, and the pose-derived velocity fallback for runtimes that provide no meaningful native controller velocity. Halo 4's accepted collision behavior is carried forward.
Install or upgrade manually
- Close MCC. Back up your existing mod folder and
halomccvr.cfgif upgrading. - Find the MCC installation folder containing the
MCCdirectory. On Steam use Manage ? Browse local files. In the Xbox app use Manage ? Files ? Browse; the appropriate root is normally the game'sContentfolder. - Create/open
Halo_MCC_VRinside that root. Extract the build ZIP there. The active files areHaloMCCVR.dll,HaloMCCVRLauncher.exeandhalomccvr.cfg. Source ZIP contents do not belong in the game folder. - On a fresh install use the included config. On an upgrade keep your existing config and adjust new options in F1. Do not overwrite your tuning just because the historical bundled manual says to replace all three files.
- Start your VR connection and SteamVR, with SteamVR selected as the active OpenXR runtime. Start Steam for the Steam edition, or be signed into the Xbox app for the Store edition. Run
HaloMCCVRLauncher.exefromHalo_MCC_VRwith MCC closed and use the anti-cheat-disabled launch path. Do not use the mod in anti-cheat-enabled matchmaking. - When upgrading from old
halo3xr-named builds, keep backups outside the active mod folder and use only the new launcher/DLL pair. Do not run the old launcher or inject twice. Do not rename MCC's executable, including the Microsoft Store executable.
Publishing this release does not install anything automatically. For a rollback, close MCC and restore your backed-up mod files/config yourself.
How to use the features
Hand and weapon world collision
Press F1 ? Body & Hands ? World collision (experimental). It is off by default. Hands and the held weapon stop against supported world geometry and give gentle contact haptics. The Halo 2 bounds fix and Reach contact refinements apply automatically with this feature enabled; there is no extra per-weapon registration switch.
Physical melee in this version
In F1 ? Body & Hands, enable World collision, then Physical melee (experimental) beneath it. Both ship disabled. This version requires world collision to remain enabled for physical melee. Independent toggles are future work.
?Required swing speed? ranges from 0.30 to 5.00 m/s, with 5.00 m/s as the default. A qualifying tracked swing requests Halo's normal melee action. Lower numbers trigger more easily; five requires a fast swing. This is a speed threshold, not damage strength. Normal controller melee remains available.
The game still decides range, target, animation and damage. This version does not apply damage at the exact point where a hand touches an NPC, and alternating punches are not independent native damage transactions. Leave ordinary room-scale clearance around you when testing swings.
Two-handed aiming and weapon placement
Open F1 ? Weapon & Aim ? Two-handed aiming. Choose Toggle (click grip) or Hold grip. Bring the left hand to the front of the gun and click/hold the left grip on its grab line. The support-hand and grab-zone offsets tune engagement. Release/toggle off to return to one-handed aiming.
Weapon size, hand size and per-title placement/calibration controls are also in this category. In this release, some weapon rotation controls affect shared aiming calibration as well as presentation; an independent visual-only alignment UI is still being refined. Complete left-handed primary weapons, per-equipped-weapon profiles and independently tracked dual-wield guns are not promised here.
Reach aiming refinement
It applies automatically during supported on-foot VR aiming. There is no new checkbox. For checking it, hold a magnum to the side and compare the sight line with close and distant impacts. A later native marker-origin selection can still override the adjusted origin for some weapons; report the exact weapon and situation if it misses.
Resolution and picture settings
Open F1 ? Picture. Resolution presets and the scale slider save the next-launch size. Compare Current session with Next launch; fully exit MCC and run the launcher again to apply a saved resolution change. Reopening F1 or reloading a mission does not recreate the OpenXR render targets. This clarification does not establish that MCC's own graphics preset menu is fixed.
First-person vehicles, HUD and recentering
First-person vehicle support in this package is for Halo 3, ODST and Reach. In F1 ? Vehicles, sit in the desired seat and adjust **Seat forw...
MCC VR Build — Zoom Reticle Fix
Experimental continuation build for Halo: The Master Chief Collection VR.
Headset-test build: this is a tiny follow-up patch intended for wider headset testing.
Supported games
- Halo 3
- Halo 3: ODST
- Halo: Reach
- Halo 4
What's new
- Fixes the reticle turning into a black square after zooming in or out.
- Game Pass users should now see the existing procedural bullet-ray VR reticle instead of an uncertain whole-CUI capture replacing it (Halo 4).
- Preserves the previous Halo 4 pause/unpause VR-rendering repair.
- Preserves two-hand grip-lock support across all currently supported games.
- Halo 3, Halo 3: ODST, and Halo: Reach reticle behavior is unchanged by this patch.
Credit
The original code for the two-hand fix was provided by Discord user @UnsealedWings. The approach was then reworked and extended for Reach and Halo 4. Huge thanks to @UnsealedWings for sharing the fix.
More updates will be coming soon, with thanks to the other Discord community members who have also been helping test and improve the project.
Highlights
- Playable Halo 4 stereo VR with 6DOF head tracking.
- Improved performance in all games due to a change in the texture buffer.
- Motion-controller weapon aiming, floating hands/weapons, VR turning, locomotion, and haptics.
- Two-hand grip-lock support across Halo 3, Halo 3: ODST, Halo: Reach, and Halo 4.
- Working stereoscopic crosshair.
- Halo 4 HUD resizing with size, aspect, curvature, and vertical-position controls.
- Y+B pause/resume chord with VR rendering restored correctly after unpausing.
- Carries forward upstream Halo 3, ODST, and Reach support.
Known issues
- Projectile-hit and damage effects can cause graphical artifacts.
- Some cinematic or pre-rendered Halo 4 cutscenes do not work.
- Some muzzle flashes and weapon effects are disabled or suppressed pending a placement fix.
- Halo 4 support is experimental; headset, vehicle, co-op, and long-session coverage is incomplete.
Run MCC with anti-cheat disabled. Do not use this build in matchmaking.
Install
Extract the ZIP and place HaloMCCVR.dll, HaloMCCVRLauncher.exe, and HaloMCCVR.cfg together in your Halo_MCC_VR folder. Replace all three files together, then launch through HaloMCCVRLauncher.exe.
SHA-256
ZIP CB124CCAD451AC93E6088DE6C61C043B2E70A78D349D57F4169B49DFFCB41907
DLL 4AA0467453591430762D4F3201B5EB1F32AFFEE7308B15BBF6AB069C819B027A
Launcher E5DC4BEB4BEB81FFF8CAD79B36148FDCCB576F2EA7501FF29BC266F15C6EF248
Config 397CAEB348CFBC987AD69BC81FB5082F9290D9FB74CE75A1B959191AA51F9CB1
Source patch commit: 9e62ed30695bf1778d1baa28b852a399c2807736
Runtime DLL embedded base identity: 7a248147db15fa1cc4d64d452bfbc3e5f88b3bc9. The released DLL is a verified five-byte Halo 4-only patch of that accepted base; the public source commit above records the matching source-level behavior and test.
This is an unofficial derivative build of pancreations/Halo-MCC-VR, preserved under the upstream MIT license.
MCC VR Build — Y+B Pause/Resume Rendering Fix
Experimental continuation build for Halo: The Master Chief Collection VR.
Headset-test build: this is a minor follow-up update intended for wider headset testing.
Supported games
- Halo 3
- Halo 3: ODST
- Halo: Reach
- Halo 4
What's new
- Fixes Halo 4 VR rendering restoration after pausing and unpausing. (if screen still SOMEHOW goes black, simply pause and un-pause to fix.)
- Using the Y+B pause/resume chord or the normal pause menu should no longer leave VR rendering unable to resume.
- Carries forward the two-hand grip-lock update across all currently supported games.
Credit
The original code for the two-hand fix was provided by Discord user @UnsealedWings. The approach was then reworked and extended for Reach and Halo 4. Huge thanks to @UnsealedWings for sharing the fix.
More updates will be coming soon, with thanks to the other Discord community members who have also been helping test and improve the project.
Highlights
- Playable Halo 4 stereo VR with 6DOF head tracking.
- Improved performance in all games due to a change in the texture buffer.
- Motion-controller weapon aiming, floating hands/weapons, VR turning, locomotion, and haptics.
- Two-hand grip-lock support across Halo 3, Halo 3: ODST, Halo: Reach, and Halo 4.
- Working stereoscopic crosshair.
- Halo 4 HUD resizing with size, aspect, curvature, and vertical-position controls.
- Y+B pause/resume chord.
- Carries forward upstream Halo 3, ODST, and Reach support.
Known issues
- Projectile-hit and damage effects can cause graphical artifacts.
- Some cinematic or pre-rendered Halo 4 cutscenes do not work.
- Some muzzle flashes and weapon effects are disabled or suppressed pending a placement fix.
- Halo 4 support is experimental; headset, vehicle, co-op, and long-session coverage is incomplete.
Run MCC with anti-cheat disabled. Do not use this build in matchmaking.
Install
Extract the ZIP and place HaloMCCVR.dll, HaloMCCVRLauncher.exe, and HaloMCCVR.cfg together in your Halo_MCC_VR folder. Replace all three files together, then launch through HaloMCCVRLauncher.exe.
SHA-256
ZIP 303CE7C1633E3A0B56207F96CE1FB07E9E6BF58283D2D82D0E00B07C185A51DA
DLL 9E91D525931F96A58FFCC54561B6D6E3CD0B8AA0137D1AF553344809C7155EC7
Launcher E5DC4BEB4BEB81FFF8CAD79B36148FDCCB576F2EA7501FF29BC266F15C6EF248
Config 397CAEB348CFBC987AD69BC81FB5082F9290D9FB74CE75A1B959191AA51F9CB1
Source commit embedded in the DLL: 7a248147db15fa1cc4d64d452bfbc3e5f88b3bc9
This is an unofficial derivative build of pancreations/Halo-MCC-VR, preserved under the upstream MIT license.
MCCVR Test Build — Two-Hand Grip Update
Experimental continuation build for Halo: The Master Chief Collection VR.
Early testing build: this update has passed automated build and validation checks, but wider headset testing is still in progress.
What's new
- Adds two-hand grip-lock fixes across all currently supported games: Halo 3, Halo 3: ODST, Halo: Reach, and Halo 4.
- Keeps the visible support hand locked to the weapon during two-hand aiming instead of allowing the hand and weapon pose to separate.
- Preserves Halo 3 and ODST behavior, keeps Reach's authored support-hand grip, and extends the rigid support-hand treatment to Halo 4.
- Carries forward the V6 performance, HUD, crosshair, helmet, muzzle/effect, resolution-control, and Y+B pause work.
Credit
The original code for the two-hand fix was provided by Discord user @UnsealedWings. The approach was then reworked and extended for Reach and Halo 4 in this build. Huge thanks to @UnsealedWings for sharing the fix.
More updates will be coming soon, with thanks to the other Discord community members who have also been helping test and improve the project.
Highlights
- Playable Halo 4 stereo VR with 6DOF head tracking.
- Improved performance in all games due to a change in the texture buffer.
- Motion-controller weapon aiming, floating hands/weapons, VR turning, locomotion, and haptics.
- Working stereoscopic crosshair.
- Halo 4 HUD resizing with size, aspect, curvature, and vertical-position controls.
- Y+B pause/resume chord.
- Carries forward upstream Halo 3, ODST, and Reach support.
Known issues
- Projectile-hit and damage effects can cause graphical artifacts.
- Certain weapons will cause hand model issues when not two hand gripping. Pistols are hard to aim two handed. Temporary "fix" is to turn off hand IK tracking in the in-game VR menu.
- Some cinematic or pre-rendered Halo 4 cutscenes do not work.
- Some muzzle flashes and weapon effects are disabled or suppressed pending a placement fix.
- Halo 4 support is experimental; headset, vehicle, co-op, and long-session coverage is incomplete.
- If you reload a checkpoint or sometimes just pause the game, the screen will stay black/fail to switch back to VR. In certain games, it will take about 6 seconds to come back to VR. If it does not, simply pause again and then click B to leave the pause screen and all will be back to normal.
- Similarly, if you decide to pause when a prerendered cutscene is going then it will enable viewability of the prerendered cutscene. It does not happen automatically yet. Example: when starting Halo 4 there's a prerendered cutscene that leaves the screen black, but if you pause, you'll be able to see it.
Run MCC with anti-cheat disabled. Do not use this build in matchmaking.
Install
Extract the ZIP and place HaloMCCVR.dll, HaloMCCVRLauncher.exe, and halomccvr.cfg together in your Halo_MCC_VR folder. Replace all three files together, then launch through HaloMCCVRLauncher.exe.
SHA-256
ZIP 75B319CB41E6545FF5CDA0D8FA0C3B187D5F0656621C259E439520C64CA5AB42
DLL A674334B8C5C00555D507094E7ACC8B905482B9F98B55D0E6B45440BECA5D539
Launcher AA11E4B3C977E11484267A91EFF6840B69A2129469AD250F9D23218A85672B84
Config 397CAEB348CFBC987AD69BC81FB5082F9290D9FB74CE75A1B959191AA51F9CB1
Source commit: d145ece1d1d006c2fc88deeb1b7c8a36ddddcce7
This is an unofficial derivative build of pancreations/Halo-MCC-VR, preserved under the upstream MIT license.
MCCVR Halo 4 Build V6
MCCVR Halo 4 Build V6
Experimental Halo 4 continuation build for Halo: The Master Chief Collection VR.
Highlights
- Playable Halo 4 stereo VR with 6DOF head tracking.
- Improved performance in all games due to a change in the texture buffer.
- Motion-controller weapon aiming, floating hands/weapons, VR turning, locomotion, and haptics.
- Working stereoscopic crosshair.
- Halo 4 HUD resizing with size, aspect, curvature, and vertical-position controls.
- Y+B pause/resume chord.
- Carries forward upstream Halo 3, ODST, and Reach support.
Known issues
- Projectile-hit and damage effects can cause graphical artifacts.
- Some cinematic or pre-rendered Halo 4 cutscenes do not work.
- Some muzzle flashes and weapon effects are disabled or suppressed pending a placement fix.
- Halo 4 support is experimental; headset, vehicle, co-op, and long-session coverage is incomplete.
- If you reload a checkpoint or sometimes just pause the game, the screen will stay black. Simply pause again and then click B to leave the pause screen and all will be back to normal.
- Similarly, if you decide to pause when a prerendered cutscene is going then it will enable viewability of the prerendered cutscene. It does not happen automatically yet. Example: when starting Halo 4 there's a prerendered cutscene that leaves the screen black, but if you pause, you'll be able to see it.
Run MCC with anti-cheat disabled. Do not use this build in matchmaking.
SHA-256
ZIP 379DF6DB51E940FF2BBA61350F38DDB2E182F3E38DA44A17A39A739BA7D12EA0
DLL 419F2CA425A41F3FE42A2F27CFD0CE55123F71C5EF34C1C45604018285EFEA82
Launcher 930BEA232BFC3F8010BC2B385834DEBF796CD3DBEC02ECD0E8475E0DE8A72CE6
Config 397CAEB348CFBC987AD69BC81FB5082F9290D9FB74CE75A1B959191AA51F9CB1
This is an unofficial derivative build of pancreations/Halo-MCC-VR, preserved under the upstream MIT license.