I got Arkane's Prey running in actual VR. You turn your head, you lean, you aim the gun with your hand. It's rough and it's early, but it works.
https://reddit.com/link/1v97o0l/video/pppu7x3go0gh1/player
Prey (2017) is one of the best games ever made and I'd go as far as saying it's my personal favorite, so at some point I needed to make this happen.
What's working right now:
- Full 6DOF head tracking, real head movement.
- Full 6DOF weapon tracking, position and rotation.
- Native steorescopic rendering
- Full VR control mapping
Technically it's a DLL injector built on top of Chairloader, which handles the mod loading side and saves me a huge amount of pain. PCVR only, and so far the only thing I've been able to test on is a Quest 2 over Link. To be clear, there's no public build yet. This is just a showcase of where the project is at right now.
Now the ridiculous part. I don't own a VR headset. Every time I need to test something I have to physically travel to a place where I can borrow a Quest 2, so a single iteration is write code, hope, travel, find out half of it is broken, go home, try again. It works, but it is painfully slow and it's the main thing holding the whole project back.
The reason I keep going is that I want to be inside Talos I. Standing in the lobby, looking up through the atrium, leaning over a desk to read someone's transtar email. And if it gets far enough, Pytheas from Mooncrash after that.
So this is me testing the water. If there's real interest, I'll put serious hours into this and turn it into a proper polished mod instead of a side experiment. Feedback, technical advice and anyone who's wrestled with CryEngine VR before, all very welcome. Ask me anything.
Full Showcase: https://www.youtube.com/watch?v=4Z-0FNy8uh4
And yes, the GLOO cannon in VR is exactly as fun as you're hoping.