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dariulone/cyberpunk-vr-port

Games

OpenXR-based 6-DoF VR mod for Cyberpunk 2077 with stereo rendering, body IK, and physical weapon handling.

474
53
C++
MIT
5 months old

What it is

CyberpunkVR Port is a community VR mod for the PC version of Cyberpunk 2077, distributed as a RED4ext plugin (cyberpunkvrport.dll). It injects OpenXR head tracking into REDengine and renders a genuine second eye view rather than reprojecting a flat image. On top of that, the port adds a Lua/redscript layer for VR-specific gameplay: full-body avatar IK, decoupled weapon aim from the muzzle, physical reloading, motion melee, cyberware driven by arm gestures, physical crouching, driving with hand-steered wheels, and a native in-headset HUD and settings overlay. It is aimed at players with a PC VR headset who want a motion-controller experience inside the existing game, not a standalone VR title.

Quick start

The mod targets game version 2.5, so an existing 2.31 install will not work. Install RED4ext 1.31.0 or newer, then add these dependencies: Visual Holsters, Equipment-EX, Nova Optics, and More Occluders (Scripted v0.3). Cyber Engine Tweaks, ArchiveXL, TweakXL, Input Loader, Codeware, and redscript are not required — the plugin runs its own Lua and redscript content, though other mods may still need them.

Download the release archive and extract it into the game root (the folder containing bin\, r6\, and red4ext\). Files land under red4ext\plugins\cyberpunkvrport\; if upgrading from 0.1.9 or earlier, delete the retired CyberpunkVR_Stereo.dll and the old CyberpunkVR_Stereo folder, and remove the deprecated script folders and archives listed in the installation notes (source:7). Start your OpenXR runtime before launching the game. On first launch the VR preset is merged into UserSettings.json with a timestamped backup. Hold L3+R3 for half a second to open the VR menu, or press F10 for the in-headset overlay (source:11). A source build can be installed with:

cmake --build build --config Release --target cyberpunkvrport_stereo
pwsh scripts\deploy_stereo.ps1 -GameRoot "<game root>"

Keep only one DLL in each red4ext\plugins\CyberpunkVR_* folder; RED4ext loads every DLL it finds, so a renamed backup will fight the real build over the same hooks. Anything else proxying dxgi (such as R.E.A.L. VR) must be removed from bin\x64.

Controls and configuration

VR controller input is merged into the game's native gamepad, so the in-game Controller bindings apply. Defaults include on-foot movement, snap or smooth turning, dash, physical crouch by squatting, a scanner gesture at the left ear, hand-to-holster equip/unequip, and a physical magazine grab with the off hand. Driving remaps controllers to steering by tilt, throttle and brake, horn, and a held exit. Hotkeys include F7 for recenter, F8 to toggle the menu rectangle, and F10 or Insert for the settings overlay (source:10). The overlay saves settings to vrport.ini and covers general, framegen, HUD, controls, stereo, avatar, driving, and bindings pages.

Constraints

This is an experimental community mod, not affiliated with CD PROJEKT RED; the README advises keeping save backups. It is Windows-only and requires the PC version of Cyberpunk 2077 at 2.5. The plugin needs a working OpenXR runtime, and SteamVR (OpenVR) runtimes are supported alongside OpenXR. Performance and stability depend on the headset, GPU, and upscaler; frame generation, foveated DLSS, and variable rate shading are optional and GPU-dependent, with optical flow falling back to FidelityFX on non-NVIDIA cards. The mod is released under the MIT license, and logs are written to Cyberpunk 2077\red4ext\plugins\cyberpunkvrport\log\cyberpunkvrport.log for bug reports (source:13).

HotRepo's take

The repository appeared in HotRepo's daily C++ snapshot on 2026-11-04 at 467 stars and 53 forks, gaining 17 stars that day and reaching 7th on the C++ daily list. That is a single-day record, so it says little about sustained interest. What stands out technically is the scope: a genuine per-eye render path with corrected screen-space passes, per-eye upscalers, and 19 supported headsets with 188 resolution presets, backed by a component table that lists the plugin, Lua mods, and redscript files separately. The breadth also implies a demanding setup — exact game version, several Nexus dependencies, and careful cleanup when upgrading — so the mod is best suited to players willing to follow the installation steps closely rather than a drop-in first VR experience.

Written by AI from the project's README, updated . The project's own docs are the source of truth.