Dead Space 2 VR - beating the nekrokids
Development going is really good. For more videos or news you can check my thread at flat2vr discord or check my youtube channel ("chortdev")
Dead Space 2 VR mod - save station, inventory, shop
Native VR interaction with game UI (WIP)
Dead Space 3 Full VR - Kinesis, Wrist HUD, Motion Controls & More [WIP]
Full 16:9 video on YouTube: https://youtu.be/FoBvWWu9biI
I'm continuing work on my Dead Space Original Trilogy VR mod, and this update is starting to feel much closer to a proper VR experience rather than just a first-person conversion.
Some of the things currently working:
- Wrist HUD on the left arm with health and Stasis indicators
- Weapon switching by reaching over your shoulder
- Audio/video message playback in VR
- Fully controlled Kinesis
- Workbench interaction
- Independent Stasis control — just like Kinesis, it isn't tied to the weapon/right hand
- VR weapon aiming and motion controls
- An early implementation for cutscenes — currently blurred and very much WIP
- And finally, a little Necromorph combat :)
There is still quite a lot left to finish.
The inventory is partially functional: I can point at inventory slots and move between tabs, but the interaction system still needs more work.
Cutscenes are still at a very early stage.
I've temporarily disabled the Necromorph QTE sequences because I still haven't settled on a VR implementation that feels natural rather than simply copying the original controls.
Ladders are partially working as well.
Performance optimization is also difficult to evaluate properly at the moment. I'm having some GPU problems with my main development workstation, so most of my current testing is being done on a laptop using a Radeon 780M integrated GPU, where the game currently runs at around 20 FPS.
For this video I used AI frame interpolation to make the footage smoother to watch. This does not represent the current native in-game framerate — performance still needs optimization and proper testing on stronger hardware.
Development is moving forward pretty well, even if not quite as quickly as I'd like. There is still a lot to polish, and probably even more to test.
I'd really like to hear what you think — especially which VR interactions or Dead Space mechanics you'd most like to see me focus on next.
If you'd like to follow the development, the full video and future updates are on my YouTube channel.
Dead Space VR mod - hand tracking test
I upload some updates about my Dead Space original trilogy VR mod - you can check! Here is even some working hand tracking with telekinesis. I broke a lot of blocker code moments for realizing VR features. So at September I hope I will realize main batch of VR features
Cry of Fear at Quest 3 with Lambda1VR
Try to run the Cry of Fear natively in VR on the Meta Quest 3.
No PC or streaming required—the app runs directly in the headset.
What I'm building on:
- Xash3D FWGS is an open-source rewrite of the Half-Life 1 engine. Compatible with the original maps and models, built for Android/ARM. It replaces the game's closed-source engine.
- Lambda1VR is a ready-made VR layer for Xash3D, which already runs Half-Life 1 on Quest: stereo rendering for both eyes, head tracking, hands on controllers, OpenXR. Thanks to it, there's no need to write VR from scratch—Cry of Fear is included as another game module.
What's already working in the headset:
✅ All 124 campaign maps
✅ Inventory, tape saves, running, and stamina
✅ Knife, pistol, camera, phone with flashlight
✅ Keys, notes, combination lock, cafe computer, video tape — puzzles with generated codes
✅ Seven types of monsters, including a chainsaw
✅ Objectives, subtitles, boss health bar
✅ VR: weapon in hand via controller, aiming via controller, free-looking cutscenes
What's next: a full playthrough of the first maps in the headset according to the acceptance checklist, polishing.
Wait for news at:
boosty - https://boosty.to/chortdev/posts/88c97161-f6f6-4042-9a12-dbc001184d7f?share=success_publish_link
patreon - https://www.patreon.com/chortdev/posts/cry-of-fear-3-164949363?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
Dead Space (2008) - First VR mod
Hey everyone. I've been working on a real VR mod for the original Dead Space.
The goal isn't just a flat 3D cinema screen or a vorpX-style setup, but an actual first-person VR experience: helmet camera, stereo image, head movement,motion-controlled arms, and eventually VR-style weapon and kinesis interactions.
Current status:
- Stereo VR image already works in the headset.
- Head rotation drives the in-game camera.
- A 6DoF camera prototype works: leaning/moving your head can move the view through the game world.
- Quest controllers already move the visible first-person arms in a live prototype.
- Weapon rotation driven by the right controller is being tested too.
- Projection/FOV, hand rotation, conflicts with the original animations, and object interaction are all still WIP.
Next big goals: stabilize the VR arms, make weapon handling more comfortable,improve projection/FOV comfort.
If the Dead Space 2008 prototype becomes stable, I also want to later port the same feature set to Dead Space 2 and Dead Space 3.
The project is still experimental and not release-ready yet, but I'll be posting progress updates.
Links to support the project and follow future updates:
- Patreon: https://www.patreon.com/chortdev/posts/dead-space-vr-161703818
- Boosty: https://boosty.to/chortdev/posts/2b870a28-af67-4ed6-bc21-2e330945d116