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Releases: nikamigaming-create/MGS5VR
Release list
MGS5VR Experimental 2026-10-19.1 - Seated mode and comfort fixes
Experimental comfort update - 19 October 2026
Adds seated play and targeted comfort fixes for The Phantom Pain 1.0.15.4 on Windows x64 with PC OpenXR.
Changes
- Seated mode: enable Seated mode on the first VR Settings page and Apply while sitting. Your seated position becomes the baseline for native standing height. Recenter recalibrates without asking you to stand; physical lean and native crouch/prone remain available.
- Recenter height: preserves the native anatomical height and posture reference instead of recalibrating from a transient lowered animation frame.
- Idle controllers: accepts runtime-valid inferred poses when optical tracking flags drop, targeting the reported idle-controller view fallback. Invalid poses still release controls.
- Crawling: stabilizes the camera against alternating chest yaw using the actor's root frame.
- Support hand: retains contact in the weapon attachment frame as that attachment moves relative to the wrist. Native reload and bolt manipulation remain available.
Validation and limitations
The user reports testing this candidate and authorized publication. All 58 automated groups and installer checks passed. This is not a claim that every reported symptom, headset, mission or weapon has been independently verified.
Existing limitations remain: physical hand aiming for ground turrets and helicopter guns, complete ACC holster grabbing and loadout visibility are unfinished. Broader tutorial and mission coverage remains open. Existing physical binocular controls, left-hand iDroid and left-forearm HUD are preserved.
Installation
Close MGSV, extract the complete archive and open MGS5VR-Launcher.exe. Select your legally owned game and choose Update / Keep My Settings. Wired Quest Link users should use Meta OpenXR. Seated mode defaults off; enable it while sitting.
BUILD.json, RELEASE.json, SOURCE_REVISION.txt, manifest.json and the embedded source archive identify the checked payload. This remains an experimental prerelease.
MGS5VR Experimental 2026-10-19 - Body, cabin and Rocket Arm iDroid
Experimental update - 19 October 2026
Updates The Phantom Pain 1.0.15.4 on Windows x64 with PC OpenXR.
Changes
- Rocket/Blast Arm guidance is presented through the left-hand iDroid projection while Snake's body and the surrounding world remain live.
- Full-body and cabin rig improvements, including retention of the existing native hip weapon mount when the full body is admitted.
- Cabin prop interaction, iDroid handling, native menu routing and controls-editor improvements.
- Physical weapon, binocular and optical presentation fixes, with ordinary HUD retained on the left bionic forearm and Pause on a spatial panel.
Validation and known issues
The user reports completing headset testing and authorized this release. This is not a claim that every mission, weapon or interaction passed headset testing. Automated build and installer checks are required for the packaged candidate; their exact results are recorded in BUILD.json.
Scoped simulator evidence covers Rocket Arm launch, guidance, ground impact and return with both-eye iDroid presentation; cabin body poses, prop interactions, menu round trips and controls editing have separate scoped evidence. Destroying a target with the Rocket Arm was not proven.
Ground-turret and helicopter-door-gun hand snapping and hand aiming are not implemented. Existing stick controls remain; this release does not certify either mounted weapon class. The tested mounted-grip helper is not connected to live turret aiming.
Full ACC loadout visibility and physical holster grabbing are unfinished. Existing field weapon mounts do not establish complete wearable equipment in the cabin. Some forced tutorials, menu branches and full-mission transitions remain unverified. The package retains documented blocked and pending regression coverage rather than claiming full-game acceptance. See CURRENT.md for evidence and remaining work.
Installation
Close MGSV and extract the entire archive. Open MGS5VR-Launcher.exe, select your legally owned game and choose Update / Keep My Settings. Wired Quest Link users should select Meta OpenXR. Personal settings, saves and retail assets are not included.
BUILD.json, RELEASE.json, SOURCE_REVISION.txt, manifest.json and the embedded source archive identify the checked payload. This is an experimental prerelease.
MGS5VR Experimental 2026-10-11 - God mode, markers, iDroid and VR fixes
Experimental update — 11 October 2026
Adds God mode, enemy world markers, a close-cover firing toggle, revised iDroid controls, and fixes for NVG obstruction, Rewards confirmation, helicopter movement and D-Dog visibility. Includes a narrated controller-mapping video. For The Phantom Pain 1.0.15.4 on Windows x64 with PC OpenXR.
New launcher settings
Open MGS5VR-Launcher.exe → VR settings:
| Setting | Section | What it does | Default |
|---|---|---|---|
| God mode | Movement & interaction | Prevents damage to Snake in eligible single-player gameplay. Mission objectives and other failure conditions still apply; FOB, title and hospital opening are excluded. | Off |
| Enemy markers in the world | Wrist & HUD | Shows compact labels for already acquired enemies at their native positions in both eyes. Clearing a binocular mark with A keeps it cleared through look-away/return; RIGHT trigger explicitly marks it again. | Off |
| Block firing near cover | Hands & weapons | Off allows a tracked VR firearm to shoot despite the pre-fire proximity block. Bullets still collide with cover, and normal ammunition/reload rules apply. On restores cover blocking; the existing tracked-gun clearance setting chooses its sweep. | Off |
Save, release buttons/grips/touch contacts, and center both sticks for about two seconds to apply changes in game. Existing personal settings and bindings are preserved by Update / Keep My Settings.
iDroid and controller mapping
- With handheld iDroid open, LEFT stick moves Snake while LEFT grip is released.
- Hold LEFT grip to focus iDroid: LEFT stick navigates lists, and RIGHT stick left/right selects Previous/Next tab (LB/RB). Center the stick between flicks.
- The existing RIGHT-grip page loop remains. LEFT grip + LEFT-stick click remains an alternative Previous-tab binding.
- Opening handheld iDroid preserves the headset orientation reference. Stowing releases the mod-owned handset input block so fresh movement can resume.
- Thumb rests, stick-top contact, trigger contact and face-button contact remain available to bind. The launcher covers 104 actions, 59 settings, 29 inputs, ten touch contacts and ten axes.
- Download MGS5VR-controller-mapping.mp4 below for the narrated launcher walkthrough, with zoom boxes, arrows, comparisons and wipes. Its separately labeled earlier gameplay segment demonstrates the retained grip/click alternatives.
Other fixes
- D-Dog in the ACC: the native camera-nearness fade uses the tracked VR cabin camera position. D-Dog stays visible before opening and after stowing iDroid, including the tested head turns and lean.
- Night vision: hides the equipped goggles geometry that obstructed the VR view, while preserving the native green night-vision effect and equip/on/off behavior.
- Rewards: recognizes the native bonus-popup modal and routes the existing VR Confirm binding on its spatial stereo panel.
- Helicopter: transports the passenger/cabin movement offset with the carrier before headset rotation, preserving the seated offset during head turns, pitch and leaning.
- Enemy labels: smaller world labels follow native acquired positions without drawing the native recon silhouette shader in the world. Physical binocular acquisition, aiming, zoom and marking remain available.
- The bounded startup runner handles successive native Online Information pages. Ordinary HUD/status stays on the left forearm, handheld iDroid stays in the left bionic hand, and physical firearm sights remain the aiming interface.
Install or update
Close MGSV, download MGS5VR-experimental-2026-10-11.zip, and extract the whole archive. Open MGS5VR-Launcher.exe, select your legally owned game, and choose Install VR or Update / Keep My Settings. For wired Quest Link choose Meta OpenXR and keep Steam running. Retain the package's tools and controller assets. Source and SHA-256 checksums are separate downloads below; source is also embedded in the main archive.
Validation and remaining coverage
55/55 automated test groups, installer checks and 217 launcher checks passed. Actual-game simulator outcomes were reviewed in both eyes for D-Dog visibility, current iDroid controls and compact marker clear/re-mark behavior. Scoped checks also covered NVG, Rewards, passenger movement, God mode On/Off under enemy fire, and close-cover firing On/Off.
This remains experimental. The reported intermittent checkpoint-loading hang was not reproduced on a matching save; an isolated native failure-panel/retry case remains unresolved. Physical-headset acceptance, complete missions and all weapons/vehicles/forced tutorials, pickup/return helicopter comfort, rain NVG and very rapid close-during-reopen timing remain unverified. Music stop/reopen checks did not reproduce the reported lockup. The archive retains the documented regression limits.
Controller guide · Mapping review · Field fixes and settings · D-Dog correction · NVG correction
Source commit: 87e51f2532fc932f6754af2a9cdf7d501f645180.
MGS5VR Experimental 2026-10-10.1 - Spatial iDroid Development hotfix
Experimental hotfix - 10 October 2026, patch 1
Fixes the spatial iDroid Development freeze and ordinary ACC stow/reopen for
The Phantom Pain 1.0.15.4 on Windows x64 with PC OpenXR.
- Spatial iDroid now retains the game's native world-update policy. The mod's
extra tutorial pause was stopping Development child pages from processing
their model and exit work, even while the game and UI kept rendering. - Ordinary ACC closure requests native stow before finishing the terminal.
The first Menu tap can reopen the iDroid after closing it.
The freeze was reproduced in the actual game on Mother Base: short Back could
not leave Helicopter Development while the mod-owned pause was active. Removing
only that registration immediately restored Back; restoring it reproduced the
failure. With the fix, spatial Weapons/Items, Buddy and Helicopter scrolling and
Back were checked in the ACC and on Mother Base. Weapon dialogs, ACC suit/gear
navigation, and native stow followed by first-tap reopening were also exercised.
The original save was restored after testing.
Automated checks and installer validation pass. These are scoped simulator
checks on late-game saves. An archived save was also tested, but it had the same
late-game progression; early-game Development lessons, every upgrade transaction
and physical-headset acceptance remain unverified. Existing experimental limits
include free-roam tab wrap, long-gun visibility in vehicles and moving-vehicle
firing. This hotfix does not claim full-game certification.
Close MGSV, extract the whole archive, open MGS5VR-Launcher.exe, and choose
Update / Keep My Settings. For wired Quest Link select Meta OpenXR and
keep Steam running. The packaged BUILD.json and RELEASE.json identify the exact
source and binaries.
MGS5VR Experimental 2026-10-10 - VR controls, iDroid and vehicle weapons
Experimental release - 10 October 2026
This prerelease updates VR controls and native weapon, iDroid and vehicle
integration for The Phantom Pain 1.0.15.4 on Windows x64 with PC OpenXR.
- The handheld iDroid belongs in the left bionic hand. Holding LEFT grip
gives its menus exclusive navigation and zoom control; releasing it restores
gameplay ownership. Closing now waits for native input release, addressing
unwanted reloads. Tab cycling and wrap corrections are included. - RIGHT grip away from the steering wheel requests the personal weapon through
the game's native draw/fire path. Its trigger is separated from the pedals;
LEFT stick provides acceleration/braking after centering. LEFT-hand and
empty-RIGHT-hand wheel contacts support one- and two-hand steering, with a
stronger 35-degree range. Vehicle entry and exit use a short Y tap. - Firearm obstruction checks use the tracked barrel and authored muzzle while
retaining native physics and projectile collision. The launcher exposes the
tracked-obstruction option. - Helicopter deployment retains physical binocular controls and the native Y
exit. Returning to the ACC shows an iDroid/deployment hint on the left forearm. - The launcher honors the saved headset runtime, including Meta OpenXR for
wired Quest Link. Launcher mappings and four PNG control guides reflect the
effective bindings. Ordinary HUD/status stays on the left forearm; physical
sights and binoculars remain the intended aiming interfaces.
Validation: tested development DLL 0a0d5f0f26cf passed all 54 automated
test groups and installer checks. Three actual stationary jeep sidearm shots
consumed 10 → 9 → 8 → 7 rounds. The final four-case run passed sidearm firing
with neutral pedals, LEFT +35-degree steering, both-hand -35-degree steering
and normal Y exit. Earlier DLL 439294973d88 passed scoped iDroid
stow/immediate reopen without ammunition changes, helicopter binocular checks
and clear-muzzle prone firing. Those earlier results remain evidence of that DLL.
Remaining coverage: moving-vehicle handling/firing, an actually obstructed
barrel followed by clear firing without changing stance, tab-wrap acceptance,
continuous held-gun visibility, other weapons/tutorials/missions and physical
headset acceptance are incomplete. This is not full-game certification.
Historical hand/arm rig, iDroid mount/stow/tutorial animation and frame-pacing
regressions remain in the readiness catalog without current continuous acceptance.
The final BUILD.json and RELEASE.json manifests identify the packaged source
and binaries.
Install/update: close MGSV, extract the entire archive and open
MGS5VR-Launcher.exe. Select your owned mgsvtpp.exe, then choose Install VR
or Update / Keep My Settings. Meta Quest Link users should select
Meta OpenXR. Keep Steam running and signed in.
MGS5VR experimental patch 2026-10-02.1
Experimental patch 2026-10-02.1
This patch updates tracked hand poses, native iDroid attachment and menu
behavior. It also changes the GPU frame handoff and improves recording and
regression diagnostics. It remains an experimental prerelease for The Phantom
Pain 1.0.15.4 on Windows x64 with PC OpenXR.
Implemented changes
- Grip and aim retention use paired poses for both hands, with ownership and
freshness checks during tracking interruptions. - The right-hand handheld iDroid is the public default. Explicit spatial-mode
preferences are preserved. Device UI uses the source-matched native handset
pose, and native body/equipment publication remains responsible for its
authored alignment and animation. - The handheld opening boundary defers a separate body refresh when the
native update is within 150 ms, preserving its equipment publication.
Five additional guarded chrome layouts bring device routing to 25 verified
layouts. Ordinary HUD and status remain on the left forearm; shared Mission
Orders content is excluded from device-only suppression. - Spatial iDroid no longer registers the mod-owned world pause during verified
native cabin play. Field spatial pausing remains, and closing releases that
registration before the native open flag clears. This targets the reproduced
ACC Development Back failure, with scoped child-page results below. - Stereo transfer uses a bounded three-slot handoff with per-owner GPU
completion fences and a guarded event-query fallback. Exact frame identity,
eye pairing, freshness, recommended eye resolution and eye FOV are retained. - Recording preserves source order, reports scheduled losses and explicit
repeated frames, and writes complete metadata atomically. Performance
reports separate layer preparation from the exact OpenXR submission call.
Physical firearm sights and handheld binocular aiming, zoom, acquisition and
marking remain the intended interaction paths. Floating firearm reticles stay
off. The desktop preview remains 1280 x 720; VR uses the runtime's recommended
eye images and eye FOVs.
Validation and known issues
Installed candidate 92d1a69368bd passed 44 CTest groups and installer
transactions, including 120 real D3D11 mailbox checks. BUILD.json and
RELEASE.json record the final package's committed source and build identity.
Reviewed ACC runs returned from Weapons/Items to the Development categories
after one ordinary 120 ms VR Back in both spatial and handheld modes.
Spatial Buddy Equipment also returned with one Back; both eyes were reviewed
for these outcomes. The spatial run passed 13 state cases and the handheld
run passed eight. A subsequent handheld category Down check reported that the
menu stick stayed held after release; input was neutralized and the owned test
session closed safely. Its cause remains unknown. Handheld Buddy Equipment
and both-mode Helicopter/Security exits remain to be checked.
Seven handheld field cases also passed: open, cant, right/left yaw, ordinary
Back, immediate reopening and final stow. All 14 outcome images were reviewed;
the open phone is full-sized, both arms remain visible, and stow clears its UI.
Initial/reopen left-eye images caught the UI fade before the later right-eye
images settled.
Four spatial field cases passed as well: open, one 120 ms Back, immediate
reopen and final 120 ms Back. All eight outcome images retain both arms and
show the Map open or its UI cleared as expected. The final handset is mid-stow
in the left capture and gone in the later right capture. These sequential
outcomes do not verify simultaneous stereo, continuous transitions or paused
world motion.
A bounded simulator check passed 12 tracking state cases, including five
independent pose-loss/recovery periods of at least 5.5 seconds after opening
iDroid. All ten loss and ten recovery images retain both arms, the full-size
phone, Map and world. Loss observations stay inside their leases and the raw
tracking flags recover afterward.
Physical Quest behavior, opening with lost tracking and continuous animation
remain untested by this check.
Prior candidate 7a5b00774fd2 passed seven ordinary field state cases with
both outcome eyes reviewed. Its recording still showed a small detached device
at first opening and Map chrome on the left forearm for one closing source.
The current boundary/layout fixes target these defects; the new outcome
images do not resolve those exact recorded boundaries. Earlier sustained
motion and intermittent arm visibility failures remain in the coverage ledger.
OpenXR submission stalls remain unresolved; a prior capture-off field window
reached 811.755 ms in xrEndFrame. Current-candidate performance and physical
Quest motion, readability and performance need testing. Supply-drop cue
visibility, intermittent weapon selection, forced tutorial transitions and
cutscene camera/animation reports remain open. Whole-game, all-weapon and
physical-headset coverage is incomplete.
Known issues and incomplete coverage remain recorded in RELEASE.json and the
public regression catalog. See current status and
regression coverage for their scope.
Install or update
Close MGSV, extract the complete archive and open MGS5VR-Launcher.exe.
Choose your owned mgsvtpp.exe, then Install VR or Update / Keep My
Settings. Existing personal settings and bindings are preserved. Connect
PC VR, leave Steam signed in and launch normally.
RELEASE.json, BUILD.json, manifest.json, SOURCE_REVISION.txt and the
included source archive identify the package. Retail assets and saves are
not distributed.
MGS5VR Experimental 2026-10-02 - VR Map prompts and support-hand alignment
Experimental release - 2 October 2026
This update enables verified Map control labels by default, corrects
several native prompt destinations, and repairs support-hand guidance for
noncompact firearms. Controller touch bindings can acquire VR input ownership
when their configured sensor is touched.
Supported game: The Phantom Pain 1.0.15.4, Windows x64, PC OpenXR headset.
This is an experimental prerelease.
Changes since 1 October
- Map control labels default on. Place/Remove Marker shows the effective
Confirm binding. The verified field Map footer shows Toggle MAP/NAV, Reset
Coordinates, Switch Zoom and Zoom In/Out bindings. Native-button mode restores
the original captions and graphics; returning to VR restores the labels.
The launcher exposes the Map setting; the broader experimental prompt
adapter remains separately selectable. Other footer modes, longer personal
chords and localization still require review. - Correct native prompt routes. Items Use and Commands Confirm resolve the
native R3 destination; vehicle weapon/call resolves L1. Horse controls and
vehicle stick clicks also use their actual native destinations. Mother Base
Help displays the effective Menu hold. - Bound touch inputs acquire VR ownership. All ten supported capacitive
sensors can request ownership when an effective personal binding uses them.
Touching an unbound sensor does not request ownership. Existing bindings are
preserved during installation and updates. - Support-hand guidance follows the authored contact. A noncompact firearm
no longer rotates away from a hand already at its native support-palm point
merely because that contact is below or beside the barrel. The compact FAKEL
branch and native muzzle/shot axis are unchanged. Current-primary contact,
translated contact, distant-hand rejection and one-hand release have scoped
simulator evidence; all-weapon and physical grip acceptance remain open. - Binocular material preparation is corrected. The material loader now
distinguishes sampler binding names from texture-type names. The owned
model and its authored material data load, but the guarded native scene
insertion has not yet produced an accepted lighting result. Unavailable
assets or an unknown scene pass retain the existing draw. Physical holding,
hand aiming, zoom, acquisition and marking are preserved. The native housing
material experiment now defaults off and is labeled experimental in the
launcher. - iDroid alignment investigation is isolated. Bounded diagnostics identify
the existing native projection effect and compare its emitter with the
published hand/device/screen frame. Diagnostics default off. Controlled cone
fitting remains disabled in ordinary play while its native ownership and
final-eye behavior are tested. - Bounded test recovery and clearer evidence. The local runner distinguishes
an expired movement pulse that the runtime never sampled, observes current
popup choice separately from a completed response, and handles the verified
completed-login notice. Capture recovery invalidates the partial eye pair
and requires a fresh pair. These changes support testing; they do not certify
every native menu, traversal route or recovery branch.
The weapon/status display and HUD remain on the left bionic forearm; the
right hand holds iDroid. Floating aiming overlays stay off. Physical optics,
Coco's scope-glass stabilization and independent lens brightness adaptation
are preserved. Desktop preview remains 1280 x 720; VR uses the active
runtime's per-eye recommendations and eye FOVs. Local iteration refreshes the
same play/ folder and leaves Steam running.
Validation
Local candidate 600ec71d1b2a passed all 41 CTest groups and installer
transactions. Retained 20261002T145122033446Z reached Mission 10020 through
physical Continue, with both final arrival eyes reviewed. Retained
20261002T145255433589Z passed six field iDroid cases: opening, native-button
mode on/off, Back, immediate reopening and final Back. All 12 after-state eye
images were reviewed. The marker and four footer labels switch correctly with
ownership, and both closes clear the device and Map. These are sparse final-eye
results; continuous motion and headset readability are not established.
Earlier retained native runs exercised the four Development category entries
and ordinary Back paths,
helicopter selector cancellation/discard and immediate reopening, ordinary
field Pause reopening, and a disposable personal Map Confirm remap. These are
scoped results, not every transaction within those menus.
A separate five-case support-hand run used candidate 0143f88c264c; its legacy
SMG test names do not identify the weapon class. The native left-arm display
showed AM MRS-4. Both final eyes were reviewed for the scoped support-hand
results. On candidate e7091ee0d2a5, retained 20261002T144514844155Z passed
physical binocular equip, fixed-pose 2x/4x/2x zoom and stow. All eight after-state
eyes were reviewed: ocular zoom changes while the outside field of view and
housing/palm contact remain consistent in those stills. Acquisition, marking,
continuous motion and housing lighting remain unproven by that run.
Other Map/footer modes, native binocular housing lighting and controlled
iDroid cone fit remain open. Final package identity and validation are recorded
in the release manifests. Hardware touch dispatch, forced tutorial iDroid
stow/reopen, all-weapon sight/muzzle/hit and
reload alignment, cover camera transitions, turret pitch/reticles, reported
stair/catwalk stickiness, continuous stereo, physical-headset acceptance and
whole-game completion remain open. Remaining gameplay and presentation work is
recorded in current status.
Install or update
Close MGSV, extract the complete ZIP and open MGS5VR-Launcher.exe. Select
your owned mgsvtpp.exe, then choose Install VR or Update / Keep My Settings.
Connect PC VR, leave Steam signed in and choose Launch. Launch-Headset.cmd
is also included. Personal settings and bindings are preserved.
RELEASE.json, BUILD.json, manifest.json and SOURCE_REVISION.txt identify
the exact package and committed source. Retail assets are imported from the
player's own installation; saves, extracted game assets and private simulator
binaries are not distributed.
MGS5VR Experimental 2026-10-01 - ACC menu recovery and steady optics
Experimental release - 1 October 2026
This update repairs the completed ACC Rival guide that could strand Development
and iDroid input, incorporates Coco's scope-glass stabilization, and separates
the extra optics camera's brightness history from the ordinary head view.
It also adds live 3D fitting for VR settings and optional prompts that reflect
the player's saved controller bindings.
Supported game: The Phantom Pain 1.0.15.4, Windows x64, PC OpenXR headset.
This is an experimental prerelease. Full-game completion, every upgrade/menu
permutation, every weapon and physical headset acceptance remain open.
Changes
- The completed ACC Choose a Rival guide now releases its own stale pause
and restores the menu restrictions it borrowed. Existing independent locks
and unfinished tutorials remain owned by the game. Ordinary root Back returns
to the live cabin, and physical iDroid can reopen immediately. - Steady scope glass defaults on. Coco's correction stabilizes native ocular
drift relative to the aiming hand and moves the objective with it. Optional
weapon smoothing remains a separate setting. - The magnified lens has independent native CPU luminance textures, GPU
readbacks and adaptation history. Aiming the optic no longer feeds that lens
history into the head camera; ordinary head adaptation remains active.
Isolation defaults on for supported TPP and does not modify Ground Zeroes. - The launcher offers live 3D reference fitting for all 55 VR adjustments,
including iDroid hand/device fit, screen origin, distance, width and rotation.
The iDroid screen uses a lower-edge anchor above its emitter. The retail light
cone still needs alignment work for custom screen offsets and rotations. - One-hand weapon tilt defaults to -30 degrees. Gun, firing hand, physical
sight and muzzle share the corrected wrist. Existing nonzero general hand
pitch does not receive another automatic trim; explicit weapon tilt wins. - Optional VR control prompts use effective personal bindings. Map's
Place/Remove Marker caption suppresses the stock Confirm graphic, supports
remapped chords and restores the native graphic in native-button mode.
Other prompt families remain a verification queue. - Ordinary status and HUD stay on the left bionic forearm. The right hand
holds iDroid. Physical optics and binocular aiming, zoom, acquisition and
marking are preserved; floating aiming overlays remain off. - Desktop preview stays 1280 x 720. VR uses the active runtime's recommended
per-eye size and eye FOVs independently of the desktop preview. - Local development refreshes the same play/ folder. The maintained
simulator launcher uses the existing Steam client and temporarily selects
the runtime in the game's own configuration. Exact-owned cleanup restores
the prior configuration bytes or absence and leaves Steam running. - The bot supports the distinct ACC customization selector and its popup.
Its helicopter Back test now follows the actual cancellation dialog, uses
the effective VR menu stick, and requires the live cabin camera/control owner.
Validation and remaining work
The build runs all 38 CTest groups and packaged installer transaction checks,
including 138 focused bot checks. Native retained tests include cold completed-
Rival recovery, all four Development category entries, an eligible AM D114 LA
purchase with the exact reviewed GMP/material costs, default/remapped Map
prompts, and helicopter selector entry/discard/cabin/immediate reopening.
The weapon development timer and helicopter upgrade transactions are not
certified by those results.
Matched native field tests compare no extra lens, shared exposure and isolated
exposure. Each exposure run contains 16 scoped samples with both-eye review.
The cold default-on run keeps the head close to its no-lens reference while
the lens still adapts independently. Static captures do not certify continuous
flicker-free presentation, every lighting scene or physical headset readability.
Still open: retail iDroid beam alignment for custom fits and forced tutorial
stow/reopen; cover camera transitions; turret reticles and vertical travel;
binocular housing lighting and intermittent hand/device space reports; FAKEL
support-hand feel; community stair/catwalk stickiness; remaining menu, upgrade,
weapon and headset permutations. See current status.
Install or update
Close MGSV, extract the complete ZIP and open MGS5VR-Launcher.exe. Select
your owned mgsvtpp.exe, then choose Install VR or Update / Keep My Settings.
Connect PC VR, leave Steam signed in and choose Launch. Launch-Headset.cmd
is also included. Existing personal settings and bindings are preserved.
RELEASE.json, BUILD.json, manifest.json and SOURCE_REVISION.txt identify
the exact package and source. The package includes the mod, launcher, source,
licenses and documentation. Required retail assets are imported from the
player's own installation; saves, extracted game assets and private simulator
binaries are not distributed.
MGS5VR Experimental 2026-09-30 - Native iDroid, left-arm HUD and controls tour
This update restores the left-arm readout, repairs the handheld iDroid's native
attachment, brings physical binoculars closer to the face and adds optional
weapon stabilization and a launcher controls tour. It also includes the retained
Coco contributions, physical binocular lesson integration and local native A*
navigation tooling developed since the September 24 public build.
Supported game: The Phantom Pain 1.0.15.4, Windows x64, PC OpenXR headset.
This is an experimental prerelease. Whole-game completion, every weapon and
physical headset acceptance remain open.
Changes
- The weapon/status readout and ordinary HUD remain on the left bionic arm.
The compact readout again uses its authored native layout. - Handheld iDroid uses the measured native right-wrist attachment and the
device's named connector and hologram sockets. Normal controller grip holds
it upright; the screen inherits the rendered device pose. Pause remains a
spatial stereo panel. Handheld iDroid is optional (settings.handheld_menus=1);
existing settings are preserved during updates. - The simulator high-resolution swapchain repair preserves native scene detail
and filters each eye separately. Desktop preview remains 1280 x 720;
physical VR retains runtime eye FOVs and its separate native rendering path. - Physical binoculars retain hand aiming, zoom, enemy acquisition and explicit
marking. The rear safety clearance is 3 cm, independently of the optical
reference, so the ocular can be brought closer to the face. - Optional adaptive weapon smoothing keeps the weapon, sight and aim in one
solved frame. The public default is off; tune Weapon smoothing in the launcher. - Ten capacitive contacts are independently mappable: A/B/X/Y, both sticks,
both triggers and both thumb rests. Touch and press remain separate inputs. - The launcher controls tour shows saved bindings, alternatives, one-hand and
two-hand chords, amber contact surfaces and red pressed surfaces. Bindings
remain editable and validated; updates preserve personal controls. - The bounded test runner releases inputs, restores poses and closes test-opened
menus. Local development updates the sameplay/folder in place, preserving
an unchanged open launcher. Steam does not need to be restarted. - Clean source builds show unavailable historical evidence explicitly in the
launcher. Present evidence still has to match its recorded file hash.
Validation and known issues
All 38 local CTest groups and packaged installer transaction checks pass,
including 93 focused bot checks. Native Continue reached Mission 6 and all 11
selected iDroid/menu cases passed on the gameplay DLL below. Both compositor
eyes were reviewed for centred normal grip, opposing side views, ordinary
close/immediate reopening and pause. Sequential stills establish scoped fit;
they do not certify continuous refresh or physical headset readability.
Historical display captures contain no observed blank frame across 308 decoded
samples. Mission 1 binocular lessons and the Mission 6 bridge event were tested
on earlier identified candidates. Those results do not certify entire missions
or prove every interaction on the new release.
Still open:
- Cover transitions can pull the camera unexpectedly; native cover is retained.
- Mounted turret reticles and vertical travel need native-state reproduction.
- Binocular housing/lens lighting does not yet fully match the native world;
intermittent hand/device space reports need transition testing. - FAKEL (SLEEP) support-hand grip needs reproduction and repair.
- Forced FOB tutorial iDroid stow/reopen, off-centre/close screen fit, per-weapon
sight/muzzle/hit alignment and full-game/headset acceptance need further work.
Gameplay DLL SHA-256:
edc6960890a4b45f4dc0c08cda4f006b6f22e1ec49e557aeb2a19cb353b1a6c0.
RELEASE.json, BUILD.json, manifest.json and SOURCE_REVISION.txt identify
the exact package, source revision and file hashes. See current status.
Install or update
Close MGSV, extract the complete ZIP and open MGS5VR-Launcher.exe. Select
your owned mgsvtpp.exe, then choose Install VR for a new install or
Update / Keep My Settings for an existing install. Connect PC VR, leave
Steam signed in and choose Launch. Launch-Headset.cmd is also included.
The package contains compiled mod/launcher tools, complete committed source,
licenses and documentation. Binocular assets are imported locally from your
own game. Retail archives, extracted game models/textures, saves, private
navigation and simulator/operator binaries are not distributed.
Source revision: f3c5cce8eee8a6d931e450809920b78f730c04cb. Downloadable binaries were built and tested locally.
MGS5VR Experimental 2026-09-24 - Menu quad panel, aim alignment, cabin clearance & launcher fixes
This release packages the Windows build compiled by GitHub Actions CI for commit 932d786. Extract the complete ZIP, open MGS5VR-Launcher.exe, select your owned mgsvtpp.exe, and choose Install VR or Update / Keep My Settings. Connect PC VR, leave Steam signed in, then choose Launch. Launch-Headset.cmd is also included.
Changes & Fixes
- Menu Quad Panel Default: iDroid and Pause default to a tilted world quad/panel in the 3D world. Handheld menus are optional (
settings.handheld_menus=1). The iDroid pause leaves native UI updates running and releases before the closing animation, avoiding both opening/navigation freezes and stuck exits. - Weapon Aim Alignment: One-hand firearm alignment matches the authored muzzle and runtime aim pose. Hand, weapon, sights and shot origin share the solved wrist.
- Binoculars Reach & Eyebox: Binocular eye distance defaults to 30 cm, adjustable from 15 to 50 cm. The eye box is wider without increasing the lens mesh or changing weapon scopes.
- Cabin Movement & Floor Clearance: Cabin movement uses native swept clearance and floor checks. Dog hand pushback removed; native pet contact and response remain.
- Configurable Controls & Ergonomics: Player height, hand offsets, menu size/depth/tilt, weapon smoothing, support grip/detach distance and resting/touched finger curl are fully editable.
- Native Gamepad Ownership: Connected Xbox pads retain native input in 3D and big-screen modes. Manual big-screen selection survives loading.
- Launcher Controls Editor: Launcher settings can be edited and validated live with automatic backups and rollback protection.
- Adaptive Pacing: Bounded refresh-aware pacing contribution included.
Controls Quick Guide
- Tap left Menu for iDroid, hold left Menu for Pause.
- Left stick navigates lists; right stick pans the map; grips change tabs; triggers zoom the map; A selects and B backs out/closes.
- A forced FOB tutorial can be escaped by holding B for 750 ms and dismissing Exit Tutorial with A. If the device remains out afterward, tap left Menu to stow it before reopening.
- Hold left Menu + right B for 550 ms to switch between 3D and the giant screen.
- In VR SETTINGS / CONTROLS, choose
settings.turn_mode=snapand setsettings.snap_turn_degrees(5–90, default 30). Smooth turning is the default.
The ZIP contains the compiled binaries built directly in GitHub Actions CI, full buildable source (MGS5VR-source.zip), licenses, docs and a per-file manifest. Assets are imported from your own game. No game assets or saves are distributed.
Source revision: 932d7863b7a808e28cf7d6734d3a2ab79f6a67f0
Gameplay DLL SHA-256: 088e24bc2b5e29d232dd8b1dbc8e3eb0ed57dae92ef39db9d7586af6ee9ad8ea