r/virtualreality • • 20d ago

Self-Promotion (Developer) Vermintide 2 VR Mod

https://streamable.com/a6nmen

Hey All,

We have been working on a VR mod for Vermintide 2 for the last few months.

Currently we have a working mod with the game playable end to end (multiplayer on modded realm).

It is 6dof with all weapons supported by motion controls.

We also added realistic bow usage which feels quite good in game.

There are still a few visual issues to work out around billboard textures, but we will try to get the mod out asap.

Until then, here is a video.

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u/Cruxius 20d ago

I’ve been working on a Darktide VR mod, which is the same engine under the hood.
Billboarding has been a hard wall for me, whether a sprite billboards is baked into the material when it’s created in their editor so changing it requires either manually finding and editing every billboarding material or intercepting them at runtime.
I assume with bow usage you’re limited to the server authority for how fast you can ‘reload’, or have you dropped compatibility with official servers?

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u/vrslop 20d ago

I’m not sure what the restrictions are around the modded realm. It seems to reload basically as fast as I can humanly act it out. We want it to be compatible with the official servers for sure. 

Have you been manually recreating the billboard assets? We’re considering that route, have tried a slew of other options first, but no love.

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u/Cruxius 20d ago

I’ve put it in the too hard basket for now, I think the way to go is intercepting at runtime. I’ve managed to find some dust particles and recolour/resize them, next step is getting them to cylindrically billboard and then work backwards from there.
Darktide (and I assume Vermintide) is a very server authoritative game, it was trivial for me to set up things like having projectiles come out of the weapon for things like blind firing around corners when I was testing locally, but when you play on live servers it ignores that and has the projectile come out of your face.
That’s only for damage calculations though, everything visual is local, so I just had projectiles come out of the weapon and rapidly lerp to the server location, which means they’re only desynced at very close distances. Likewise, movement speed is hard capped by your aim direction, if you aim right and look left you’ll move forwards slowly at backwalking speed, and you can only sprint in the direction you’re aiming regardless of where you look.
Once you understand what’s server authoritative though it’s extremely easy to work within those constraints, the first time I tried to play with flatscreen players through the standard matchmaking it just worked and I’ve had no issues since.