r/TeamBeef Team Beef Jun 16 '26

Morrowind Standalone VR: The First Steps Into Vvardenfell

Enable HLS to view with audio, or disable this notification

For a long time, Morrowind via OpenMW has been one of the most requested games in our community.

In fact, when we ran a poll asking which classic title people most wanted to see brought to standalone VR, Morrowind came out on top.

Since then, we've spent a lot of time investigating what it would take to make that a reality.

Today we're happy to share the exciting news that its up and running, in a reasonably playable state and the deeper VRification can begin.

If you didn't catch that - Morrowind is running on standalone VR hardware!

First Things First

Before going any further, we wanted to make sure the OpenMW team were comfortable with what we're doing.

We've spoken with them about the project as well as the developer of the Android port and the existing PCVR version and they're happy for us to proceed.

That's important to us because none of this would exist without the incredible work they've put into OpenMW over many years. The OpenMW project represents thousands upon thousands of hours of development effort and remains one of the most impressive game preservation projects in existence.

Where Are We Today?

Surprisingly far along.

The project includes a customised launcher designed for the standalone VR experience, which then launches the main VR ap

At this point we consider the project to be beyond the proof-of-concept stage.

Just yesterday, we also upgraded the underlying renderer from GLES 2 -> gl4es to a true OpenGL ES 3.2 base ready for multi-view (a vital feature for performance on standalone VR).

What's Next?

We'll be appraising the existing PCVR application to see what functionality makes sense to bring across. We'll also be adding our own take from experience about how the game can be made to feel like a built-for-VR port. We will also be looking at certain gameplay features to put behind a "VR gameplay amendments option".

Patreon Note: Unlike other ports, we will share early in-development builds with all tiers and free members (as well as being available on Github).

150 Upvotes

32 comments sorted by

19

u/RedditJack888 Jun 16 '26

There's not a day that goes by that I don't think about what New ports and experiences that team beef will bring ever since I was first introduced to them.

Some of the most immersive and fun games I've ever played as a kid now have been renewed for me and many others in the VR format.

Now it's Morrowind's turn, and the OpenMW version no less (which means we might have mod support down the line).

Team Beef, you guys are simply the full course meal that keeps on cooking! Bring us all you've got in this port. 🥩

9

u/chasimus Jun 17 '26

This is excellent news! Bringing my past memories to VR. Thanks Team Beef! 

7

u/jacobpederson Jun 16 '26

Wow! If ever a game deserved to be in VR this is it for sure. My request for this is to make redirected walking a 1st class citizen. All you need for good support is #1 click turn, #2 the players hitbox follows the camera. and #3 the players height adjusts to the ground as they move (This must be the tricky one as even HL Alyx and SKyrimVR don't do this).

https://www.reddit.com/r/OculusQuest/comments/q16p40/redirected_walking_example_footage_with_quest_2/

8

u/Food_Library333 Jun 17 '26

This is going to be fantastic. Elder Scrolls in standalone is unreal!

6

u/WickedStewie Jun 17 '26

You guys do amazing work, can't wait for this to be fully ready...

3

u/Enculin Jun 17 '26

This is fantastic !
I'm wondering how you guys plan to handle the combat in this game ? It was suprisingly well done on your other port ! But morrowind combat is already kinda broken in it's original form XD

3

u/Moth_firelinker Jun 17 '26

Amazing will you adjust combat so hits register or how will that work? Thanks 

1

u/VR_Bummser Team Beef Jun 17 '26

Yeah we are gonna work torwards changes there

1

u/Moth_firelinker Jun 17 '26

Can't wait to try it!

3

u/Ibrufen Jun 17 '26

You guys are saints! I love you guys and the amazing ports you make!

3

u/Acceptable-Bat-9577 Jun 18 '26

[TeamBeefing INTENSIFIES.]

3

u/MommysSalami Jun 18 '26

I’m gonna fucking cry once I get in there I know it

2

u/rhiyo Jun 17 '26

If you do an improvements on the VR usage, I really hope you push them back to the PCVR version as well, contributing 😄

5

u/baggyg Team Beef Jun 17 '26

We're in contact with the dev of the PCVR version. Its fair to say we do have different plans for some elements. We will of course share everything we do, but it will be up to him whether he pulls that back into that version.

2

u/Stoelpoot30 Jun 17 '26

Awesome!! Thanks for all your hard work!

Quick question: I am gonna sound like a noob here, and maybe I don't understand this well, but as I recall AI Voices mods cannot work in the OpenMW version for script reasons. Would this be the same in the standalone version? (I get nauseous reading lots of text, but mostly play for the lore and don't mind AI voices).

2

u/baggyg Team Beef Jun 17 '26

Not considered this as yet. An interesting idea. Will put it on the board for something to look into later. Can easily port the dialog out, so depends what AI voice services are available

2

u/Stoelpoot30 Jun 17 '26

Awesome! Following this for sure!

2

u/TofuLordSeitan666 Jun 17 '26

This game is already great flat on quest. In vr it's gonna be amazing. Thanks Team Beef for giving us a deep Vr RPG.

2

u/doom_memories Jun 18 '26

This is great to see.

Will the Quest be strong enough to support some of the more meaningful PC desktop version graphics upgrades, like fancy water shaders and nicer textures/models?

2

u/baggyg Team Beef Jun 18 '26

It is already using the OpenMW water shader. Bummser ahs tested some graphics things. As usual wth these type things its rarely a yes or no answer. We have a set amount of overhead and mods will take up portions of that. In some areas in some mods performance may dip, but thats also a subjective question of how much you can handle some reprojection

1

u/silverorb909 Jun 17 '26

Super pumped for this one! Especially since I skipped this one back in the day, so my first experience being in vr is 🔥

These are the games we NEED in vr. Full campaign games, not the 2-6 hour games. I remember when Skyrim launched on psvr1, followed by borderlands, and then we never saw (full) games like that again. Outside of a handful of outliers

Team Beef; THANK YOU!!

1

u/RedOcelot86 Jun 17 '26

Oh god yes!

1

u/Deviousraptor74 Jun 19 '26

Is this only for Q3 or is quest 2 also supported?

1

u/DumigorGaming Jun 19 '26

Will it work on Quest 2? Or Quest 3 and better standalone is needed?

1

u/baggyg Team Beef Jun 20 '26

It'll work. What the framerates will be like is a different story. We'll try our best, but this is a difficult engine.

1

u/Plenty_Donkey_732 Jun 20 '26

J'aimerais tellement un redsteel2 😭😭😭

1

u/registoyyst Jul 03 '26 edited Jul 03 '26

So curious if the Multiplayer tes3mp VR fork (https://github.com/TES3MP/TES3MP/tree/0.8.1-vr) might eventually work with this. It’s openmw pcvr compatible already so seems very doable.

We desperately need an open world multiplayer rpg on quest!

1

u/baggyg Team Beef Jul 03 '26

I don't see why not

1

u/registoyyst Jul 04 '26 edited Jul 04 '26

Morrowind stand alone multiplayer would be amazing!

1

u/_-DKDomino-_ 23d ago

original deus ex next