Info
Hi. My name is Talemann, and I'm the creator of the RE4VR and RE9VR mods.
As a fan of the Resident Evil games, it became a hobby of mine to transform the newer Resident Evil games into a full-fledged VR experience. I've put countless hours into these mods, but it's still a lot of fun to see what else I can get out of these games thanks to Praydog's REFramework.
Changelog
Version 2.1.5
Controllers
- ImprovedViGEm no longer needed — your VR controllers now reach the game directly, without the ViGEm Bus Driver. If ViGEm is installed on your PC, the setup offers to uninstall it during installation. You can also keep it if other software (e.g. DS4Windows) still uses it.
Rendering
- NewSync Mode — now also at the top of the Rendering category, right below the resolution slider, and it is saved, so it survives a restart. It decides when the mod syncs each frame with your headset: “Early” gives the freshest hand and head tracking but costs the most performance, “Very Late” usually gives the most FPS but tracking can lag very slightly behind, “Late” is in between. AFW always uses Very Late.
- NewMono Rendering — added mono rendering for DLSS5 Junkies or other purposes. Toggle “Enable Mono Rendering” at the top of the Rendering category, right below Sync Mode.
Weapons & combat
- ImprovedShotgun Shell Ratio — the ratio is set per shotgun and only for the one in your hands, so it now only shows up in Mod Options while a shotgun is equipped (W-870, Riot Gun, Striker, Skull Shaker, Ada’s Sawed-off). Equip each shotgun once to set its own ratio.
Bugs hunted
- FixedCrash at Ashley’s lamp puzzle — the game could crash as soon as Ashley set down her lamp during the lamp puzzle in her own section.
Version 2.1.4
Controllers
- NewSteam Frame controllers — the Steam Frame controllers are now supported, with their own button layout (OpenXR and OpenVR).
- ImprovedStopping — Leon now stops immediately when you release the movement stick.
Rendering
- NewBrightness, Contrast, Sharpness & Saturation — four new sliders at the top of the Rendering category. They work with or without upscaling and are applied to the final image right before it is sent to your headset, so the game can’t override them. Everything at 0 means the picture stays untouched; one “Reset” button sets all four back.
- NewPost Processing — a new section at the bottom of the Rendering category. Turn off some of the game’s own post-processing effects (Fog, Volumetric Fog, Color Correction), or turn on SMAA if you want at least some anti-aliasing without using an upscaler (DLSS/FSR). SMAA is greyed out while an upscaler is running, because the upscaler already takes care of anti-aliasing.
- ImprovedUpscaling without the UI — the HUD, crosshair and menus are now kept out of the upscaler. They no longer smear or ghost and are easier to read, while the rest of the game still gets the better anti-aliasing and the more stable picture of DLSS/FSR. (The UI is still drawn at the game’s render resolution, so with lower quality settings it is a little softer than without upscaling.)
- ImprovedSharpening — the old upscaler sharpening (barely visible with DLSS, much too strong with FSR) has been replaced by the new Sharpness slider, which looks the same no matter which upscaler you use.
- NewTwo Frame Sequential is back — the rendering technique is selectable again, between Single Frame Multipass and AFW. Each eye gets its own full frame, so shadows and textures that Multipass sometimes shows in only one eye look right in both. It costs noticeably more performance.
Bugs hunted
- FixedMinecart weapon — when you entered the minecart, you sometimes kept your current handgun instead of getting the Don Quixote.
- FixedGold particle trails in menus — the rising gold particles in the gem-inlay screen left permanent trails that covered the panel, and the chapter-end screen showed the same trails. In VR these decorative particles are now hidden in the affected menus.
- FixedMap icons drifting — when you panned the map, the icons slid away from the map outline, so pickups and objectives ended up next to the roads they belong on. The map outline was stretched to the headset’s shape; it now keeps the game’s 16:9 layout and moves together with the icons.
- FixedScope picture misaligned — fixed a bug that the picture was not aligned correctly while looking through a scope.
Thanks to Infernal for participating!
Version 2.1.3
Weapons & combat
- NewShell & cartridge reloads — completely new reload animations for shells and cartridges, including the Red9, revolvers, bolt-action rifles and shotguns.
- ImprovedPump action & two-handed IK — your support hand no longer gets stuck on the gun after pumping a shotgun.
- NewDot crosshair — an optional small dot as an alternative to the standard crosshair, with its own size slider (Mod Options → Crosshair → “Enable Dot Crosshair”). Unlike the standard crosshair, it stays visible when you aim a rifle over its iron sights.
Comfort
- New2D Cutscenes — optional toggle (Mod Options → Miscellaneous → “Enable 2D Cutscenes”). Story cutscenes play on a large flat cinema screen that stays in place in the room, so you can lean back and watch them like a movie. On by default.
Bugs hunted
- FixedKnife parry ammo glitch — parrying with the knife in your left hand while holding a gun in your right could mess up your ammo.
- FixedAda’s arm with the Sawed-off — her left arm wasn’t clamped, so it kept stretching for as long as you held the left grip.
- FixedHand HUD flickering in the inventory — the health and weapon display on your hand no longer flickers when you open the inventory with the knife or bare hands.
- FixedLaser sight crash — the game could crash (or crash right after loading a save) when several laser sights were active at once, e.g. in Separate Ways when Ada meets enemies with laser-sighted guns.
- FixedBlue screen in OpenXR with AFW — the screen no longer turns blue when using AFW in OpenXR mode.
Version 2.1.2
Bugs hunted
- FixedReloading — after loading a save, grabbing a new magazine could make it vanish or snap straight into the gun, so you could no longer reload.
- FixedChapter 2 crash — the game could crash at the moment Leon gets all of his gear back.
- FixedCrouching — wrong camera and body offsets while crouching.
Version 2.1.1
General
- ChangedAchievements removed — you can now do lots of things with Ashley right from the start.
Bugs hunted
- FixedSave loads — everything, including the weapon, now gets reset on a save load.
- ImprovedRaycast problems fixed — crosshair and laser dot now bounce off walls, objects and enemies, just as it should be.
- FixedPossible fix for a rare knife crash that I could never replicate myself.
- FixedFreeze crashes — the throwing sight, weapon meshes and a few related systems could stall and take the game down with them.
- FixedLeon’s left knife in Mercenaries — the offset was off, so the knife sat in his wrist instead of his hand.
Version 2.1
Weapons & combat
- NewThe chokehold — parry an attack successfully, or shoot an enemy in the legs, and a left grip puts him in a chokehold. Leon takes the knife into his right hand, and you should know what to do from there. Light strikes only penetrate a little; a stab with real momentum leaves the knife lodged in him — which also does a bit more damage. You get the knife back after a moment, and the hold doesn't last forever either.Valid choke targets: enemies your size, chickens, rats, crows, bats — and maybe more…
- NewSticky knife — every knife you throw now stays in your opponent, exactly where you hit him.
- NewFlashlight flip — whenever the lamp is in your left hand, rotate it with the left trigger, just like a knife.
- ImprovedScopes — they now work the way they should. Material roughness and visibility are bright enough as well. Many thanks to Wesley, who improved on them. I want to see some S ranks!
- ImprovedAll weapon reloads now follow the keyframe-based pattern, including shotguns, bows, and even Wesker’s XM96E1.
- ImprovedLeon’s crossbow — it has to be reloaded manually now.
- ImprovedStriker reload ratio — the shotgun reload ratio on the Striker now has a 1:6 toggle.
- FixedCat ears & unlimited ammo — the accessory is recognised now, and reloading fills the magazine from that point on.
- FixedKrauser’s power in Mercenaries — his attack strength works as intended again.
- ChangedNo support hand with a knife — you can no longer steady a pistol with your left hand while you're holding a knife in it. That way, you won’t accidentally put the knife away when you actually wanted to have it ready.
- ChangedSkull Shaker — it no longer cycles itself after every shot. You now work the lever yourself, with a flick of the wrist.
Camera & movement
- NewRoom-scale improved — but I still depend on your feedback here, because I can't test it myself. We'll get this one sorted too!
- ImprovedMore first person — even more places that used to drop you into third person now stay in first person.
General
- NewKnuckles controllers only — while your hands are bare, each trackpad now triggers a hand gesture of its own.
- ImprovedDramatic performance boost — the entire mod was ported from Lua to C++. That took up most of the time, because with a project of this size it never goes smoothly. Even AI isn’t a guaranteed solution.
- ImprovedNo downgrade needed anymore — Resident Evil 4 no longer has to be downgraded. Both versions are detected at runtime.
- ImprovedSharpening replaced with CAS — the old sharpening filter gave way to CAS, which works after all upscalers.
- ImprovedMore audio — way more curses and other sounds were added.
- ImprovedBrand new menu — the entire menu was replaced with a new one that can also be operated entirely with the controller.
- ImprovedPersistent menu settings — your settings are saved immediately after every change.
Bugs hunted
- FixedGrenade throwing stopped working once you'd had a knife in your left hand.
- FixedLeft grip turned into “crouch” at low health.
- FixedLoading a save at the Bitores Méndez house went through, but nothing worked afterwards.
- FixedYou couldn't block as Wesker in Mercenaries.
- FixedRT did nothing while you were riding El Gigante's back.
- FixedKrauser no longer loses his barett in the middle of a fight with you.
- FixedYou lost all ammo that was inside your weapon when saving a game, opening the map or the inventory.
- FixedHolding RT during a stagger emptied your entire magazine in a single burst.
- FixedViGEm wasn’t recognised as the XInput controller in slot 0, so RE4 never used it. You shouldn’t need to enable Steam Input anymore.
FAQ
My controllers are tracked, but none of the buttons work. How can that be?
Make sure Steam Input is set to Disabled for RE4: in Steam, right-click RE4 → Properties → Controller → Disable Steam Input.
I see a strange double vision effect in the game.
Make sure you disable FidelityFX and Screen Space Reflections in the game's own options menu. Those never worked well with RE VR mods.
The foliage is flickering, or it only shows up in one eye.
I know. It has been like that for about four years now, and it's a rendering issue. My mod doesn't touch rendering at all — it only uses REFramework as a platform.
One option is to simply live with it, because honestly it isn't that bad. The other option is Steam's Smooth Motion, if you're not sensitive to reprojection: you'll get PSVR-style reprojection, but no rendering issues and no missing faces in the right eye. A third option is AFR or AFW, which works out much the same way as the second one.
How do I shoot with the Broken Butterfly?
Cock the hammer before every shot. Pull the right stick down.
I reloaded the Striker shotgun, but I still can't shoot.
The sequence for reloading the Striker is as follows: grab the shell from the magazine holster and load it into the chamber. Next, turn the cylinder. Until this is done, the gun is not reloaded.
How do I toggle the burst fire mode on the LE5, Chicago Sweeper and CQBR?
Grab the switch and press LT to cycle through the modes.
How do I uninstall your mod?
Just run unins000.exe in your RE4 game folder — it's the one carrying the mod's logo. It puts everything back the way it was.
How can I parry? It does not work!
This is PC territory. You'll have to do some of the work yourself. Raise your arm with a knife in your hand, right before an enemy attack! It works… every time! If you want to be held by the hand and blast your way through everything with two pistols, I recommend the PSVR version.
The middle finger gesture doesn't blind opponents or make their heads explode, even if I keep holding down B. Why is that?
That's exactly right. The superpowers in this gesture don't always work, and that's on purpose. Otherwise you'd just be walking around flashing the middle finger all the time. But you can always give it a try. :‑)
Changing the rendering to Alternate Frame Warping crashes the game, and performance is pretty bad in general.
Fixed for NVIDIA cards — the AFW crash should no longer occur there.
First of all, it's worth noting that PureDark is working hard to continuously improve AFW and other aspects of this mod.
The safest way to avoid a crash is still Single Frame Multipass. With a good PC, DLSS Quality set to Balanced and Preset K, you should be able to run it just fine. AFW takes even more of the load off the GPU. Personally, I only experienced a crash once while loading a map. However, it didn't happen on my next attempt. I'm relying on reports here and will pass them on to Puredark.
Why did you leave Nexus Mods?
For the same reason as all the other modders — the comments section. RE9 is still there, but if I return to this project, it will surely be available somewhere else as well.
Why can’t I do anything as Ada in the gondola in Chapter 6?
The gondola is the one place where VR has to step aside. The cable car keeps checking whether you’re properly on board, and the moment the mod touches your hands or your body it stops dead — you’d be left hanging halfway with a frozen car.
Since you can’t defend yourself while that happens, you stay invincible until you’re back on the ground. Enemies can not hit you until you reach the bottom and exit the gondola.
As Ada, I sometimes can’t see the prompt for the grappling hook.
That’s right — the prompt is there, it just ends up outside your view. Whenever it shows up, line it up with the right stick and the hook works as usual.
What bugs are you already aware of?
There are some things that don't render properly, like the map, gondolas and other minor details. None of these are deal-breakers — it's still just a mod. Also, characters tend to fly around in a funny way when elevators are going down.
I'd like to report an actual bug, or I'm stuck on certain things.
Discord is definitely still the best option. There are plenty of people in the Resident Evil channels who can and will help. The channel to join is the Flat2VR Modding Discord Server.