Cyberpunk 2077 VR mod delivers separate eye rendering and physical weapon aiming

Cyberpunk 2077 new unofficial VR conversion goes much further than simply placing the game inside a headset. CyberpunkVRPort version 0.1.1 adds separate rendering for each eye, tracked hands, physical weapon aiming, motion-based melee combat and a visible player body. That’s a major step up from the usual VR injector. The mod works through OpenXR and supports SteamVR-compatible hardware. Instead of relying on software to estimate what the second eye should see, it asks Cyberpunk 2077’s REDengine to render a separate image from the correct position for each eye. This should give the world more convincing depth while reducing common VR conversion problems such as warped geometry, strange scale and distracting image artefacts.

Cyberpunk 2077 new unofficial VR conversion goes much further than simply placing the game inside a headset. CyberpunkVRPort version 0.1.1 adds separate rendering for each eye, tracked hands, physical weapon aiming, motion-based melee combat and a visible player body. That’s a major step up from the usual VR injector. The mod works through OpenXR and supports SteamVR-compatible hardware. Instead of relying on software to estimate what the second eye should see, it asks Cyberpunk 2077’s REDengine to render a separate image from the correct position for each eye. This should give the world more convincing depth while reducing common VR conversion problems such as warped geometry, strange scale and distracting image artefacts.

Each eye gets a proper view

The biggest change in version 0.1.1 is the move to real stereo rendering. The mod creates a second in-game camera and uses it to render the scene from the position of the other eye. Both eyes receive their own perspective, rather than one eye receiving a reconstructed version of the first image. That difference matters in VR.

Objects should appear more stable, distances should feel more natural and the scale of Night City should make more sense. It also removes the previous requirement for an Nvidia CUDA setup, opening the project to a wider range of PC hardware.

Menus and loading screens work slightly differently. When the game can’t produce an updated image for both eyes, the mod can temporarily display a single view. This prevents one eye from showing a live scene while the other remains stuck on an old frame.

The projection system has also been reworked. It now matches the rendered image more closely to the headset’s viewing area. Resolution settings take the headset’s field of view into account instead of simply copying the shape of its display panels.

The HUD appears in both eyes at a set virtual distance, which should make text and interface elements easier to focus on. Reflex sights also line up with the weapon itself, so the aiming point stays connected to the gun when viewed from different angles.

Guns follow your hands

Motion controls make the largest difference during normal play. Players can aim guns independently from their head movement. Bullets follow the direction of the weapon muzzle, not the centre of the screen. You can look one way and aim another, which is something a proper VR control system needs to handle.

Melee combat also responds to controller movement. Swinging a hand can trigger an attack, while the original game still manages damage, stamina use and enemy reactions. The mod doesn’t replace Cyberpunk 2077’s combat rules. It feeds physical movement into them.

Weapons can be drawn or stored by moving a controller towards different parts of the body and pressing the grip button. Players can use visible holster positions or fixed equipment slots, depending on how physical they want the system to feel.

Movement offers several options. You can use smooth turning or snap turning, and your walking direction can follow the headset, either hand or the standard game camera. Sprinting, crouching, jumping, dodging, reloading and interacting still rely on familiar controller inputs.

You can see your character’s body

CyberpunkVRPort includes a full-body inverse-kinematics system. In simple terms, the mod places the player model underneath the headset and tries to match the character’s pose to the tracked head and hands. It calculates the positions of the shoulders, elbows, wrists, legs and feet in real time.

Players can calibrate the system to match their arm length. Physical crouching also lowers the character inside the game, rather than only moving the headset camera. It’s not just a pair of floating hands.

Vehicle controls remain closer to the standard game, though, and driving still has several limitations. The current version doesn’t support shooting while driving, and some vehicle interactions may feel less natural than on foot.

Installation takes some preparation

This isn’t a one-click mod. CyberpunkVRPort runs as a RED4ext plugin and currently targets the PC version of Cyberpunk 2077 2.31. It also needs several common modding frameworks, including Cyber Engine Tweaks, redscript, ArchiveXL, TweakXL and Codeware.

Players need to install and test those requirements before copying the VR mod into the main Cyberpunk 2077 folder. Anyone upgrading from an older release also needs to remove the previous dxgi.dll file. The latest version loads through the game’s mod framework instead.

For the first launch, the recommended setup starts with low graphics settings. Borderless window mode is preferred, while motion blur, film grain, depth of field and frame generation should be switched off.

Other programs that inject into the rendering process can cause trouble. That includes OpenXR Toolkit, performance overlays and some monitoring software. A separate launcher handles the VR runtime and per-eye resolution. Once inside the game, pressing F10 opens a settings menu for stereo rendering, controls, HUD position, body calibration and world scale.

It’s still an early release

Version 0.1.1 comes with a clear list of known problems. Grass and shadows may look different between the left and right eye. Some interface elements can disappear, projectiles may occasionally come from the camera instead of the weapon, and stereo rendering can sometimes fall back to a flat image.

Cutscenes haven’t been fully tested. Certain headset and runtime combinations may also need specific OpenXR settings to prevent double vision. Even so, the project already does more than a basic VR camera mod. It connects directly to the game engine, gives each eye its own rendered view and adds physical controls for combat and movement. It’s rough in places, but the technical groundwork is already there.

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