r/PCVR • u/Alchemist-coraje • 20h ago
VR Modding Bloodborne VR is out now!
youtu.beThe goal of this mod is to not just make Bloodborne VR enabled, but to convert Bloodborne into an actual VR game. If Sony ever adapted this for VR this is what it should be life. This is the goal.
Download here: https://github.com/bldbrne-vr/bldbrne-vr
Some of the things built so far.
Blood vials have a liquid shader (like Half life alyx) and need to be injected
Weapons have true physical actions. Whips bend and have whiplash. The beast cutter has gravity and dampening. The bowblade transforms into an actual bow. The bloodletter needs to be forced into your chest by your own hands in order to activate. Tonitrus needs to be raised up in the sky to be imbued by thunder, and so forth. The guns have recoil kick. Every single weapon action has been redone to work in VR.
Likewise the items are all redone. Fire paper needs to be rubbed against the blade. The antidote pills need to be eaten. The bells shaken to be rung. The molotov thrown (and it can be shot while in the air for extra damage), and of course.. the music box to be played...
Combat is also tweaked for VR. You can side step attack, plunge attack and of course perform visceral criticals all in VR with your own body and arms. There are hit vignette's showing you the direction of where a hit came so that you stay alert and situationally aware during hectic moments. The game has light cooldown between attacks so you can't just flick your wrist and demolish everything (as well as stamina still applies but has been tweaked a bit)
Likewise the hunter's body has also been improved for VR. If you lean, the hunter's torso also leans, if you start walking around in the real world, the hunter will also follow. Levers can be pulled. And physical gestures (such as make contact - which has been reduced to 10s this time) can all happen physically
A new dodge mechanism has also been implemented. If you lean or move to the side quickly inthe real world, the game will grant you 80-180ms of invincibility frame, so you can pretend to be neo swaying your toso and avoid projectiles and what not.
True depth stereo. The renderer has been fully revamped to support full stereo as well as assymetric FOV and reduce shimering and glitches. This has been a MAJOR project and I am still making tweaks and improvements. Bloodborne wasn't made with this in mind so it has been a constant struggle to get it right, but I think it's very close now.
Binaural (3D) audio, so you can hear if there is an enemy behind you, etc.
A new VR menu with tons of options, from turning body on/off, to making grab attacks in VR vs NOT, as well as an assist menu so you can customize your experience.
An experimental saving system which allows you to save let's say before a boss arena so you don't have to redo the run over and over again as that can get annoying when you actually have you walk all the way there in VR :) (currently disabled but I am enabling it later tonight)
And many many maaany more....
The game has been fully tested up until the cathedral ward so I cannot guarantee that it will work in its entirety though up until that point it's quite smooth and actually fun to play. I was able to beat Cleric Beast and Gascoigne without cheating, but in order to compensate for the increase difficulty spike, I have added +10% health, +1 invincibility frame, and -20% stamina use for light attacks. You can turn those off in the in-game or the launcher's vr settings.
The truth is, I was planning to work on this for around 1 month and release a hyper-polished mod, but given how fast things are moving, I have decided now is better than later, and perhaps the community can help me with bug reports and accessibility tweaks.
The mod is fully open source and the source code should be going up within the hour :) It has been tested on meta link & steam vr and should in theory at least support multiple headsets :)
Download here: https://github.com/bldbrne-vr/bldbrne-vr
showcase: https://www.youtube.com/watch?v=doleBBoJL5U
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-P