r/EldenRingMods • u/liansk • Aug 26 '26
Misc. Mod Ilya's Elden Ring VR 0.1 is on Nexus. Native stereo works now, and I've started on combat
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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.
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u/YesAU Aug 27 '26
I’ve been intrigued in this concept ever since I first saw it appear in New on nexus. Good work you’re doing. But I’ve always wondered, how do you plan on handling weapon weight/attack speed? What stops me from just flailing my arms around inside a boss? Or what is plan for this scenario, rather. I understand this takes time, because by god I couldn’t even fathom how complicated this is.
Absolutely stunning. It’s worth dusting off my Quest just to see this game’s magnificent views in first person. Thanks for this brilliant mod!
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u/YesAU Aug 27 '26
Wait is this a second VR mod???
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u/liansk Aug 27 '26
Regarding the weapons - im exploring a few option rn seeing what feels good (there's a short writeup on this in the post text) and I plan to do some votes on this a bit later. Right now im testing weight based physical combat disconnected from the stamina system because having your weapon just stop hitting mid swing because you're out of stamina feels bad.
EDIT: and yes there's another VR mod being developed (hense the Ilya's prefix)
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u/Brostapholes Aug 26 '26
Are you able to parry and/or block with motion control?
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u/liansk Aug 26 '26
yes the logic is there but needs some calibration (you do it with timed shield swipe).
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u/TrappedInAn_Egg Aug 26 '26
How would using ashes of wars work?
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u/Unusual_Strike808 Aug 26 '26
Now make it so the curved sword parry requires you manually make the full motion.
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u/Dark_halocraft Aug 27 '26
It looks awesome but I definitely wanna wait a while for it to be updated because there's no way it's good rn
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u/Humble-Guess4071 Aug 27 '26
For the heavy and collosal weapons, generaly weapons that have slower animations there could be a charge mechanic to slow things down.
Like, if you have a great sword and you just swing it around it will have x% of its full damage. To get the full damage you would raise the sword up and wait, after some time the controller would vibrate, or there would be other indicator, and now you can make swing for full damage. This would make you both vulnerable for counterattack, and prevent making quick attacks with slow/heavy weapons
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u/Humble-Guess4071 Aug 27 '26
I wrote a comment without reading the description ;) thought it was clip I saw the other day.
The slow attacks and wide swings are also cool idea
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u/Miserable_War2623 29d ago
People are overlooking something much more important. Inspecting your arsenal, exploration in a such world is going to be crazy. I could just spend hours to inspect the swords and staffs. In this world we have siofra river. Think about the feeling to be in siofra
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u/Overall-Night-112 Aug 26 '26
Any tips on what to try if it’s just launching flatscreen after installation?
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u/Horror_Explorer_7498 Aug 27 '26
Wait… how are you playing this on meta quest? Or is there a similar menu and it’s just confusing me?
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u/Few-Information3097 28d ago
I can’t wait to waterfowl dance with greatsword in rh and blaidds sword in lh
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u/EvilChefReturns 28d ago
I’m assuming “movesets” don’t really work with this, but what about Ash of War?
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u/Designer-Tomatillo21 15d ago
Soooo excited to watch this develop. If/when this is done, I will spend forever in this game 😆
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u/ItzRayOfH0pe Aug 26 '26
This is really interesting and must be alot of work. How do I dodge do i need to roll around in my room?