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Experimental native OpenXR VR mod for Metal Gear Solid V: The Phantom Pain. Same-frame stereo; first-person rig and arm HUD in development.

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MGS5VR

MGS5VR — original Snake field-manual artwork

The Phantom Pain in native stereo VR. Tracked hands and weapons, physical binoculars and scopes, and equipment on your left wrist.

Current development status: Coco's adaptations, physical binocular lesson integration and native A* navigation are retained. Full-game, weapon coverage, iDroid tutorial recovery and physical-headset acceptance remain open. Native handheld iDroid alignment passes scoped simulator checks. Local work keeps two builds: pinned play/ matching the last published release and build/dev/ holding the checked candidate for testing. tools/build.ps1 refreshes development; Play.cmd restores the published pin and Play-Dev.cmd selects the development candidate. Successful publication advances the pin to the exact verified release payload. Current build workflow, remaining reports and next tests.

Download the public build · Controls · Setup help · Current release and known issues · Live native actions

Experimental Windows mod. Requires your own TPP 1.0.15.4 and a PC-connected OpenXR headset. Physical feedback currently comes from Quest 3 + Touch; other headsets are unverified. This is not a standalone Quest app.

Get in

  1. Close the game. Download the ZIP and extract the complete MGS5VR folder.
  2. Open MGS5VR-Launcher.exe, choose mgsvtpp.exe, and select Install VR. Older packages without the launcher use Install.cmd.
  3. Connect PC VR, select your headset software as the active OpenXR runtime, and choose Launch. Steam must be running and signed in. Use the game's Action Type controls. Launch-Headset.cmd also launches the saved selection.
  4. Load Continue → Resume Game. Tracked VR enters automatically.

The field terminal has interactive 3D training cassettes, clean gameplay beside rotating controllers, a guide to all eight control modes, and a binding editor. Lessons resolve your current saved mapping; changing a binding does not change the recording. VR tuning uses sliders, switches and dropdowns. The embedded UI uses the installed Edge WebView2 runtime and requires no launcher account. MGS5VR-Launcher.exe --classic retains the original Win32 maintenance tools. Launcher details

Setup imports binocular assets from your own game. Game archives and saves stay untouched; no game assets are distributed. For a Steam install, find the folder under Manage → Browse local files. Another mod's dinput8.dll is never silently overwritten.

Your field controls

Illustrated current default Touch controls

These are the defaults. Your mgs5vr-controls.ini beside the game executable is authoritative. Choose Controller lab in the launcher, or Edit-Controls.cmd in older packages. The editor checks conflicts before saving and keeps a backup.

Save, release all buttons/grips/triggers, and center both sticks for two seconds: valid edits apply live, without restarting. Buttons, taps, holds, chords, turning, HUD preferences, and physical fit have annotated settings.

Complete illustrated control modes · Accessible full guide · Annotated configuration

Hands, optics, equipment

Original Snake support-hand and grenade field illustrations

Hold left grip + Y to equip binoculars; tap B to stow. Raise the ocular to your eye. Left-stick click changes binocular magnification; right-stick up runs with binoculars and changes a compatible weapon scope's zoom on foot. Right-stick click dives.

Left trigger opens the wrist selector and waits for your category choice. Press X opens Commands. Weapon scopes · Buddies and other interactions

Recon cues default to hud_mode = binoculars_only; merely carrying binoculars or using a firearm scope does not enable them. full opts into normal-view world cues; off hides them. Native model-glow leakage and caption restoration remain under repair—this setting is not a claim that every native HUD effect is already handled.

Tune it / get help

  • Sharper picture: update the mod, then use Detect XR → Headset recommendation or Custom → Apply Size in the launcher with TPP closed. Native VR rendering is independent of the small PC preview; no desktop-resolution or DSR changes. Depth of Field and Motion Blur stay off. Resolution setup · Performance
  • Smooth turning: set [settings] turn_mode = native_smooth. Left grip + Menu recenters without changing facing.
  • Update: select Update / Keep My Settings in the launcher. The previous mod is backed up; custom controls and VR settings are retained.
  • Remove: Remove Mod disables the active mod and retains a recoverable backup. The older Uninstall.cmd uses the original recorded-file removal.
  • Launch or menu trouble: setup help. The reported hospital-bed/menu case is being fixed; do not assume finishing the prologue is required or that it solves the issue.

What is still experimental?

TPP is the priority. Missing captions and other HUD elements, blue enemy-outline tails, lens-flare alignment, some interactions, and complete weapon/gadget coverage are still being worked through. Tester feedback · Current status · Latest rendering work · Community recovery plan

Ground Zeroes 1.0.0.5 is not a finished first-person VR port. Its independent native stereo experiment runs in SIM; tracked player anchoring, arms, wrist HUD, and weapon aiming are not connected. The launcher can open an existing GZ installation, but does not pretend to install a complete GZ first-person adapter. Both-game coverage


Community project; not affiliated with Konami. MIT license · Third-party notices · Original artwork · Build from source

About

Experimental native OpenXR VR mod for Metal Gear Solid V: The Phantom Pain. Same-frame stereo; first-person rig and arm HUD in development.

Resources

Contributing

Stars

34 stars

Watchers

1 watching

Forks

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