
I made a Battlefield 1942 VR mod - And it's released!
Battlefield 1942 VR is here! After many weeks of work I'm proud to release BFVR to the public! I do not have a Valve Index or Vive Wands, so I was not able to test it on those systems, but I tried to ensure they are supported anyway. Mods are fully supported and work great but I can't guarantee every weapon or feature of a mod will work nicely. NOTE: This mod requires BFPlusPlus, links are below.
Get it here:
https://github.com/JayBiggsGMG/BFVR-Battlefield-1942-VR-Mod/releases/tag/v1.0.0
BF42PlusPlus: https://www.moddb.com/games/battlefield-1942/addons/bf42plusplus-v2-0-rc6
And yes, there are still active servers online! :D
http://bf1942.eu/Servers
EDIT: Version 1.0.1 is released!
-Added compatibility for SteamVR OpenXR and Virtual Desktop through both VDXR and SteamVR mode.
-Added Aircraft Pitch + Roll on Same Stick and Swap Aircraft Sticks settings. Both default off, preserving the v1.0.0 aircraft layout.
-Added support for community game packages that bundle BF42++ as a recognized dsound.dll proxy. If a separate bf42++.dll is also present, BFVR uses the bundled proxy and avoids injecting BF42++ twice.
-Disabled Battlefield 1942's internal frame limiter only in the BFVR-launched process, producing far smoother VR gameplay without modifying the normal flat-game configuration.
-Fixed OpenXR startup on runtimes that require OpenXR 1.0 and corrected SteamVR presentation synchronization.
-Isolated BFVR's renderer path from package-local dgVoodoo and DXVK/Vulkan renderer files while leaving those files untouched for ordinary launches.
-BFVR has now worked in testing with at least four to six substantially different available Battlefield 1942 packages. A particular untested package may still be incompatible.