I made SpidyVR, a free mod that puts Marvel's Spider-Man Remastered in full PC VR. You swing with your own arms, and the early public alpha is out now!

I made SpidyVR, a free mod that puts Marvel's Spider-Man Remastered in full PC VR. You swing with your own arms, and the early public alpha is out now!

Ilya's Spiderman Remastered VR early public alpha is out and I'm SO hyped to finally share it. LET'S GOOOOO!!!

Download (free): https://github.com/IlyaMez/SpidyVR/releases/latest

Discord: https://discord.gg/x27ZXDpdNt

What we have so far

- Native stereo at your headset's resolution, 6DoF head and hands

- Physical web swinging: squeeze a grip to fire a web where you point, swing, reel in with the trigger, pull sharply to zip. Webs hold on buildings, the ground, or open air

- Web shooter: a free hand's trigger fires the game's own web ball from your wrist

- Grab and throw: web a prop or a thug, yank it in, swing it, let go to throw

- Look down and you see Spider-Man's body; his arms follow your controllers

- Real punches: a fast fist into a thug lands the game's own hit

- VR settings panel in the headset, menus and cutscenes on a virtual screen

- One-click launcher that checks your PC and starts VR. It changes nothing in the game folder

**What you need**

- Marvel's Spider-Man Remastered on **Steam** (Epic is a different build)

- A PC VR headset with an OpenXR runtime. I play on Quest 3 over Virtual Desktop. SteamVR and Quest Link should work but are untested, so reports from those are gold

- About 19 GB of memory for programs (RAM plus page file)

It's an alpha, so expect rough edges. If something breaks, the launcher saves a session report in its reports folder. Drop it in the Discord and I'll dig in.

Fan project, not affiliated with Insomniac, Sony or Marvel.

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u/liansk — 8 days ago
▲ 253 r/PCVR+1 crossposts

Turned Spider-Man Remastered into a VR game with full motion control swinging and native stereo (early alpha)

Hey Folks, Ilya here. You may remember me from my Elden Ring VR mod I posted a few weeks ago (updates coming soon, promise!). I got kinda inspired by the footage of the stellar spiderman mod for Blade & Sorcery someone posted yesterday and decided to one up it but going for a swing in the best rendition spidey's NY there is - Spiderman Remastered. The result is seen in the footage above of me swinging through the city at night!

This is still very very early and I haven't touched combat yet at all but we already got full native stereo tm, motion controlled locomotion and web swinging, hidden body avatar and an auto runner. I'll upload this to Nexus in a day or two so stay tuned!

u/liansk — 11 days ago
▲ 357 r/EldenRingMods+1 crossposts

Ilya's Elden Ring VR 0.1 is on Nexus. Native stereo works now, and I've started on combat

Follow-up to my post from last week - you guys and gals were so enthusiastic that I had to deliver some treats.. 0.1 of Ilya's Elden Ring VR is on Nexus Mods!!!

Nexus Mods link: https://www.nexusmods.com/eldenring/mods/10711

Work took most of my time since then, so nothing moved for a while. Then I took a weekend and went after the rendering. The first build used alternate-eye rendering, and after playing with it for a few sessions the ghosting was the problem I kept coming back to. It is fine in a clip and not fine in actual long session with combat.

The mod now renders proper stereo. It opens its own OpenXR session and runs a second render pass from the other eye with the simulation frozen, so both eyes see the same moment. This took much longer than I expected. The engine does not want to draw a frame twice without also running the world twice, and I hit several crashes and slow-motion bugs before it held together. It does now. There is no ghosting, and the game in full stereo looks better than I hoped. Menus mostly work too, which is what made the old build feel like a tech demo.

With that in place I got to the part I care about, which is what combat should feel like when you are holding the sword instead of pressing R1. Two things in the video:

Weight. Damage comes from how you swing: how fast the tip moves and how much arc you put into it, scaled by the weapon's weight. A dagger works off a flick. A greatsword needs a full-body swing or it does chip damage. I am still tuning this.

Two-handing. Grab the weapon with your other hand and the character two-hands it. Let go and you are back to one hand. There is no button for it.

It is a 0.1, so expect rough edges. Offline and EAC-off only. It is standalone now: ReShade is bundled and no other mod is needed. Quest over Link or Air Link, Virtual Desktop, and SteamVR headsets should all work.

u/liansk — 2 months ago
▲ 1.5k r/EldenRingMods+1 crossposts

Made a 6DOF VR mod for Elden Ring with motion controls and full body support (open-sourcing soon)

Like a lot of you, I've been watching the AI-assisted VR modding wave of the past few months. Cyberpunk 2077, Mass Effect, the BioShock trilogy, Dead Space, the RE2 and RE4 remakes, and Prey are all getting flat2VR treatments, on top of everything UEVR already enabled.

I wanted to see how far I could get myself, so I spent about 3 hours on Elden Ring. Ended up with a functional 6DOF build with motion controls and full body support. It's early and there's plenty of jank left, but fighting bosses in roomscale changes how the whole game reads.

Demo attached. Planning to open-source it soon so others can build on it. Happy to answer questions about the process, the tooling, or what's broken (a lot).

u/liansk — 2 months ago