Cyberpunk 2026 ah i mean 2077 VR motion Controls #cyberpunk @stoni
Cyberpunk 2026 ah i mean 2077 VR motion Controls #cyberpunk  @stoni
Uploaded June 2026 | Updated September 2026, 2 days ago
github.com/dariulone/cyberpunk-vr-port
nexusmods.com/cyberpunk2077/mods/30093?tab=description
nexusmods.com/cyberpunk2077/mods/107?tab=files
nexusmods.com/cyberpunk2077/mods/2380?tab=files

cyberpunk-vr-port is an open-source VR implementation proxy for Cyberpunk 2077. It integrates OpenXR directly into the game engine via a custom dxgi.dll

Installation instructions
Install RED4ext and Cyber Engine Tweaks if you don't have them.
Set all graphics to low, turn off additional graphics (Film Grain, Chromatic abberation and etc.) turn off DLSS, Frame Gen and etc.
Download the latest release archive and extract it into your Cyberpunk 2077 game folder so the files land in:
bin\x64\dxgi.dll
bin\x64\openvr_api.dll
bin\x64\plugins\cyber_engine_tweaks\mods\CyberpunkVRPort_VRIK\
bin\x64\plugins\cyber_engine_tweaks\mods\CyberpunkVRPort_HUD\
red4ext\plugins\CyberpunkVR_Hands\CyberpunkVR_Hands.dll
Run Cyberpunk 2077.exe
Select resolution and runtime.
Launch the game
F10 - toggle VR menu settings; F7 - Recenter VR
Current State
Next steps:
Stereo Render Mode (main task/main core, other won't be started developing without this)
Controller bindings
Controller locomotion
Fingers
Stereo / Camera
Mono — working and smooth. Head-locked jitter/rubber-banding was fixed by binding the submitted pose to the exact render-camera sequence used by the engine. This is the stable baseline.
AER — working stereo depth in-world (first-pair parity freeze, Mono→AER stall, eye/slot mismatch, pseudoscopic sign, and the black AER menu were all fixed).
AER V2 / optical-flow interpolation is still a separate experimental track.
VR Hands (new)
Full VRIK-style VR hands driven directly by the motion controllers, with a complete shoulder → elbow → hand IK chain. The forearm no longer stretches; the wrist orientation, elbow bend and elbow swivel follow the controller naturally.
Tracking runs as a RED4ext plugin (
CyberpunkVR_Hands.dll
) that writes the resolved bone rotations every frame; controller poses are bridged from the proxy through shared memory.
Weapon tracking works.
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StoniVR |

Cyberpunk 2026 ah i mean 2077 VR motion Controls #cyberpunk

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