About this project
F.E.A.R. VR is an open-source, locally buildable VR mod for the single-player base version of F.E.A.R. 1.08 (FEAR.exe, LithTech Jupiter EX, Direct3D 9). It provides native stereo world rendering, relative HMD headtracking, readable world-locked menus, and a stereo HUD, all confirmed in-game on Quest 3/SteamVR. OpenXR controllers fully drive the game: movement, turning, weapon selection, jumping, reloading, crouching, slow-mo, sprinting, use, aim/fire, melee, and pause menu; leaning uses left-hand tilt. The first-person view keeps hands, torso, and legs visible while hiding only the arms by default. The ESC menu includes a native VR settings page.
Installation is drag & drop: either run the installer or drop the ZIP contents into the existing F.E.A.R. folder containing FEAR.exe. Nothing is replaced; the mod's files sit next to the game's own. Requires F.E.A.R. 1.08 (Steam Ultimate Shooter Edition confirmed; GOG and retail-disc copies untested), the official Public Tools 1.08 installed locally (bundled with Steam or available as F.E.A.R. SDK v1.08), and a headset with SteamVR or Virtual Desktop (VDXR) as the active OpenXR runtime. Windows 10/11 64-bit.
Features include native stereo rendering with per-eye matrices, relative headtracking with recenter, optional room-scale HMD translation with collision, support-wrist status HUD, stereo overlay for HUD messages, flat-screen mode for fullscreen UI, comfort screen for camera shakes, quiet camera (weapon bob and recoil disabled), stable collision camera, corrected first-person body, full motion controls with weapon following the right hand, red aim laser, point-to-activate, configurable VR flashlight, gesture melee (thrust, jump kick, slide kick), ladder climbing by hand, physical lean with world collision, physical duck, leaning via hand tilt, per-shot haptics, native Dual Pistols in both hands, categorized native VR settings in the ESC menu, floating live-tuning panel, live arm IK and left-hand alignment, body visibility switch, optional simulated weapon weight, per-weapon weight and recoil profiles, per-weapon world-collision boxes, and rigid two-hand weapon handling.
Operation uses two processes by bitness: an x64 OpenXR host and an x86 D3D9 bridge over a versioned shared-memory protocol. Runtime selection at launch supports SteamVR and VDXR. Targeted SteamVR theater suppression is included. Structured JSON logs are written for launcher, host, and bridge. All retail hooks are version-bound with fail-safe checks. The distributable package contains only MIT-licensed binaries; proprietary modules are pulled from the local Public Tools installation.
Core principles: original retail files stay untouched, no retail/SDK/asset files in Git, and separate processes by bitness. The architecture overview shows SteamVR/OpenXR (x64) communicating with fearvr-host.exe (x64, D3D11) via versioned IPC, and the x86 FEAR.exe rendering through a d3d9.dll bridge and a locally rebuilt GameClient module.
The repository was created with AI assistance; the author notes that AI will certainly have made mistakes and welcomes pull requests. Status is M6 (Packaging and regression); M5 is complete and confirmed in-game.
Comments
0 Rating appears after 10 ratings
Sign in to join the discussion.