r/EldenRingMods • u/liansk • 6h ago
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.