Necromunda: Hired Gun - UnrealVR
Device: Meta Quest 2 via CableLink resolution scale at around 3k x 3k
Controls: PS5 DualSense
PC: AMD Ryzen 9 7950X + 4090 + 64GB RAM -
Injection: OpenVR with Native Stereo and Skip Draw
UE 4.26.1
This is a game that is currently a little janky with vanilla injection, but I think with some modding it could be an extremely fun VR title.
Currently the player model is split between a legs and torso, and a floating arm and gun setup. The arm and gun section seems parented to the view so the 3D looks very odd and flat as a result. With some camera offset you can get the aim down sight to feel okay.
Footage below crashes as I start toggling everything and anything in the framework menu to see if I can improve the torso situation. Playing it with it wasn't so bad, just focusing your gaze towards where you centered is playable, and a little bit more immersive even.
As the game is a kind of movement shooter/Doom-like you can shoot from the hip a lot. I think a severed steel treatment could make this very awesome. Lots of performance options, and on max settings DLSS performance was very smooth.
Zooming the camera out and the world scale, some modding could turn this into an awesome 3rd person VR game as well.
In my head I imagine this on the Quest 7 and Team Beef announces this as the latest boomer-shooter ala Doom 3 XD
Playing this makes me ache for Dark Tide in VR as this is probably the closest we will get at the moment. The initial reception was a resounding "meh" by the gaming community on release, but the environments and movement would transition very nicely to a full VR conversion.
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