‘Resident Evil Requiem’ Already Has a VR Mod, But You Should Probably Wait

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Resident Evil Requiem (2026) hasn’t been out for more than a week, and there’s already a basic PC VR mod waiting in the wings.

While Capcom may have “no plans” for VR support, VR modder ‘Praydog’ has released a Resident Evil Requiem mod that lets you play the entire game with a PC VR headset— albeit with a few caveats.

While Praydog’s REFramework supports motion controllers across a host of Resident Evil games, the VR mod for Requiem is still a gamepad-only experience for now. Notably, early players, such as YouTuber ‘Beardo Benjo‘, liken it to a “first pass.”

Praydog has developed their mod suite to work with all games running on the RE Engine, so it’s likely the Requiem mod will see a fair amount of tweaking in the coming days. It’s still probably best to wait if you plan on playing it from start to finish in VR though.

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It’s pretty basic for now, essentially only allowing you to play in first-person VR without much more VR-native considerations made, including menus, motion controls, or immersive affordances for cutscenes. Provided Praydog smooths out those issues, like they did with Resident Evil Village (2021) and Resident Evil 7 (2017), it stands to become the most immersive RE game to date.

In the meantime, you can nab the mod for free over on Praydog’s RE Framework GitHub and following along with all of the nightly updates too. Additionally, you can support Praydog via their Patreon page.

Check out the VR mod in action, courtesy Beardo Benjo:

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • Nothing to see here

    If Meta really wants VR headsets to become super popular, as in people stop using flat monitors to play video games, it should become a major supporter of VR modding to the point that it becomes automatic for most games. The biggest single thing Meta could do today is to back up VR mods with a well funded legal team that will challenge DMCA takedowns of mods that don't actually change the games and even defend the ones that do with new legislation that makes it legal. Combine this with support for Playstation and Xbox controllers rather than lame VR gestures for converted flat screen video games and it may have to ramp up headset production.

    • brandon9271

      If they did for VR what Nvidia did with "3D Vision" it might actually make a difference. However, it seems to me that a lot of people just aren't interested in VR. Half Life Alyx is amazing and yet idiots actually wanted to play it with a non VR mod. It boggles my mind. It would be like people wanting to play Beat Saber with a keyboard or something

      • Andrew Jakobs

        I can imagine people wanting to play HL:A on a flatscreen as they don't have a VR headset, just like you want to play play flatscreen games in VR.

      • XRC

        Beat Saber with a keyboard? You're onto something there….

        • Christian Schildwaechter

          Be careful what you wish for. Don't know about Beat Saber with a keyboard, but you can play Beat Saber without VR, using two mice instead. It's a hack using a phone, Riftcat actually intended to use a phone as a VR HMD, Driver4VR and a lot of configuration. youtu_be/hNWW4MJlx_4

          And it apparently works, and not only for Beat Saber. Not necessarily recommended, but hey, if VR users get UEVR to play whatever they want in VR, comfort be damned, who is to deny flat gamers the pleasure of hitting blocks with light sabers?
          https://uploads.disquscdn.com/images/cd52e86b372aeacaa22d6bf94e6120b1ce52e23e05825f2f5e2e61522e79631b.jpg

        • Andrew Jakobs

          Well, back in the day they had a 'house of the dead' based on having to type words, haha.

    • Max-Dmg

      That would be far too sensible for fb.

    • Christian Schildwaechter

      That would maybe make sense for Valve, but none at all for Meta who got into VR not to make PCVR HMDs super popular, but to grow a huge user base purchasing digital goods through Meta's store. It makes even less sense now that they have given up on VR for growing said user base, and try to achieve the same with smartglasses and Horizon Worlds on phones instead.

      Valve would actually have something to gain from more VR mods being available, as they'd still sell the games. They already have the Steam Workshop for distributing mods and user generated content, and created Steam Input that allows customized per game controller mapping, so you can just bind gamepad input to whatever you need.

      The Frame controllers will offer input parity with gamepads, offering what you are looking for, and the new Steam Controller for Steam Machine will include IR LEDs, so it can be 6DoF tracked by Frame similar to how the PS4 DualShock could be tracked on PCVR1, used for 6DoF use in games like Moss.

      And Frame with eye tracking for ETFR and foveated streaming might prove to be a pretty great option for running performance hungry VR mods esp. when paired with the (technically rather weak) Steam Machine, simply because of all the foveation allowing for performance gains and SteamOS allowing for adding a lot of hacks not possible on Windows. Valve also has a proven record of being quite defensive when it comes to their users' rights being harmed, so if you replace "Meta" with "Valve" in your post, you are getting pretty close to reality.

  • brandon9271

    It's so weird to me that "hobbyist" programmer and modders do something major publishers refuse to do.

    • Christian Schildwaechter

      A few years ago Microsoft said that for them to consider a game worth developing, it has to have the potential to sell at least 10 million copies. Does that answer your question?

      • brandon9271

        Yeah but what about adding VR modes to existing games?

        • Leisure Suit Barry

          No money in it!

          There are tons of games that had VR modes added to them and guess what, there was no money in it!

          • ZarathustraDK

            Meanwhile Skyrim and Neverwinter Nights get re-released in the new 57th Definitive Mega Ultra Cornholio Edition Redux edition, adding nothing but 10 extra polygons to character-models, 2 community mods and the Sword of I Was There (which isn't better than other items it just looks different).

          • brandon9271

            But unless you survey everyone that bought the game you have no idea who bought it to play in VR. Unless you’re talking about a VR only DLC which isn’t really the same thing

        • Christian Schildwaechter

          TL;DR: It depends on the game and game engine, but with only a few percent of gamers using VR, even low costs may not be recouped; it is often smarter to just let a 3rd party create an unofficial VR mods, so the original developer won't be responsible for quality issues with the resulting experience, while still benefiting from additional sales to VR users.

          Adding VR modes to existing games only works under certain circumstances. Unreal Engine is optimized for first person shooters and comes with a very capable character controller that is VR capable by default, flat developers just don't use these features. But they are still there, which is what allows UEVR to pick up these always available hooks and make most UE games playable in VR.

          Capcom added VR capabilities to their RE Engine for RE8 and RE4, which most likely means they are also available in all games using that engine, which allowed modders to retroactively enable it for RE9 within just a few days. The REFramework by Praydog mentioned in the article basically plugs into a standard structure, which of course reduced the effort a lot.

          Adding VR gets a lot more complicated without such standard hooks to connect to. For example Unity games rarely use the limited default character controller, but there are widely used ones like Opsive's "Ultimate Character Controller" that are VR capable, and most Unity games can be modified rather easily. There are other games using custom engines where you'd basically have to rewrite large parts of the game to add VR, which will never see VR mods. So it depends on the game.

          For the cost for adding a VR mode we could look at a much easier scenario, adding a VR mode to a game still in development. Let's take a RE9 VR mode for PSVR2 as sort of the ideal case:

          – Capcom already added VR support to RE Engine.
          – They already released RE4/8 with full PSVR2 support, so their team/designers/artists/developers already have experience with adding VR and optimizing for it in a hybrid game.
          – The game can already be played in first person, with usually rather slow motion, and most of it taking place inside, all great for VR.
          – ETFR on PSVR2 offers a VR specific performance boost to compensate for the higher render load in VR from higher resolution, higher frame rate and stereoscopy, saving Capcom lots of optimization.

          What would still add cost?
          – Increasing details on (some) models and textures, because people playing in VR tend to explore and examine objects closely by holding them close to their face.
          – Extra checks for boundaries, because VR gamers can move more freely and thus can end up in walls or areas they shouldn't be. You cannot walk through a wall with a controller, but you can take a step sideways in your living room, taking you on the other side.
          – Adapted level design, usually placing more objects that players can pick up and interact with, and extra cues because it is harder to predict where the player is looking or standing.
          – A lot more game testing to cover all this, because the extra movement options in VR are much harder to limit than a character effectively moving on a 2D plane with a fixed camera height, and easily stopped by a small box.
          – A lot of small stuff.

          Let's guess that these extras would add about 10% to the game development costs for Capcom. It would be more expensive for others that first would have to implement the features in their engine and have no experience with VR modes yet. Taking the "10M units" from Microsoft, naïvely 10% higher costs would mean it has to sell 10% more, so 1M extra copies just because it also supports VR.

          Let's also simplify by assuming that PSVR players buy the same amount of VR games as PlayStation players buy flat games, so the percentage of HMD owners indicates extra sales. I'll use PS4 and PSVR1 because we only have numbers for these, even though an RE9 VR mode would only make sense on PS5/PSVR2.

          Sony sold around 140M PS4 (incl. Pro), 5M PSVR1 by 2020, so let's say 7M total for a 5% share of the user base, which would be a lot higher than the active VR users share on Steam. Spinning this further, 5% PSVR1 owners would buy 5% extra copies to play in VR. So if adding a VR mode costs 10%, this won't pay for Capcom. And again, Capcom is already in the almost perfect position to do this at low costs on PSVR2.

          Now obviously modders achieve VR support without needing 10% of the game development budget. But that's because they don't add hires textures, change levels, hire play testers or modify game engines. They also don't optimize the code to deal with the much higher performance requirements. They basically hook into existing functionality, try to circumvent some game breaking issues or things that make it hard to use, like menu placement, but this also uses existing functionality. And it is up to the user to buy hardware capable to deal with the much higher requirements.

          Now Capcom could of course do the same, basically just flip a switch and release the flat game as is with an experimental VR mode that does the same as the 3rd party mods, at minimal cost. But they probably won't do this, because while VR users would probably be happy about that, it would nonetheless lead to lots of criticism about the lack of polish and overall bad state. If this would significantly up the system requirements, like requiring a PS5 Pro or at least an RTX 3080 on PC, this would again significantly lower the unit sales, making it less profitable, and no doubt lead to a shitstorm about lacking optimizations.

          The problem is always the low VR user numbers of less than 5% of the flat gamers on the same platform. If Capcom wanted to prevent people from trying to play any of their Resident Evil games with VR mods on PC, they could pretty easily remove the required hooks, making it way harder or impossible for modders to add VR support. Apparently Capcom didn't do that, so while they will not add a full feature VR mode due to the costs vs. low extra sales, and not offer a mod-like minimal effort VR option either due to the reputational damage this could cause, they will let others pick up what they implemented and enable the function nonetheless. That's fine for them because this is no longer Capcom's responsibility, but that of gamers and modders. And it may still sell some extra copies.

          In early 2025 John Carmack posted on X that he personally offered Microsoft a USD 1M minimum sales guarantee for allowing Teem Beef to ship the official game files for Doom and Quake directly from the Horizon Store with Team Beef's engine ports, instead of asking users to buy the flat games on Steam and manually transfer the game files. This was only a legal question, nothing would have changed technically, as all this already worked. It would only have made it easier for Quest users to buy the games, which would have resulted in more profit for Microsoft.

          They still said no, and most likely for exactly the same reasons. The moment they get officially involved, things that go wrong would fall back onto them, whether justified or not, tainting their precious IP. By just doing nothing, and still letting Team Beef create the ports, and still letting users transfer the game files, they might have sold a few extra copies less due to people shying away from the hassle. But people would still buy and play Doom and Quake on Quest, even if the numbers were way below what Microsoft requires to even lift a finger. Simply not stopping modders is a win for both Microsoft and Capcom without any of the costs or risks that would come with releasing official VR ports or modes.

    • Leisure Suit Barry

      Because there is no money in it

      The 'hobbyist' people you speak of have probably nothing better to do with their lives/have OCD

      • dextrovix

        "…nothing better to do with their lives' is disingenuous to modders. I'd say that moniker is better applied to certain commenters on here…

    • david vincent

      Nothing weird, PCVR doesn't make money

      • brandon9271

        But considering hobbyists can do it in their spare time tells me it wouldn’t take that much effort

  • Christian Schildwaechter

    But for a Half-Life fan with otherwise zero interest in VR, which is the vast majority, the choice would be between a very restricted version of HL:A vs. none at all. You had to be a pretty hardcore Half-Life fan to get VR just to play HL:A, but apparently Half-Life is so highly regarded that a significant number of fans actually did that. But a lot more of them were extremely pissed that after 13 years of waiting, Valve made the first new title of their beloved franchise playable only in VR, which didn't exactly improve people's view of this medium.

    And playing HL:A with the NOVR mod is still a better experience than just watching a VR play-through by someone else on YouTube, and a lot better than only the audio track of Cirque du Soleil. Someone actually measured that, and during the first days after release, six times as many people watched playthroughs than actually played the game. In some ways a YouTube playthrough is more authentic though, due the number of uttered WOWs, and the player looking at things in awe, effects that will often elude flat players due to the lacking sense of space and size.

    Of course this seems somewhat insane from the perspective of someone already using VR and having experienced HL:A in all its 6DoF glory. But for most people the choice isn't between good or bad, but between bad or nothing. It would be very interesting to hear from people who first played HL:A without VR, but later got the opportunity to replay it VR with all the intended immersion. And whether afterwards they would now recommend to others to still play the NOVR version, or instead better wait and find a way to do it in VR.

  • Andrew Jakobs

    You mean just like a flatgame to vr is a drastically different experience and yet we as VR players want to play those flatscreen games in VR, so why wouldn't that be the same other way round. Certainly with a game like HL:A which is a continuation of the HL story, which a lot if non VR gamers would like to be able to play.

    • Arno van Wingerde

      Because VR is a step up in immersion. If there was a B/W game without sound, an a mod somehow added Color and Sound, would you find it reasonable that people would like a mod that renders the game in B/W and turned the sound off?

      • Andrew Jakobs

        You're wrong, look at mad max 4 which was also released in B&W and some people loved it. And in regard to vr to flat, some people rather be able to play the game than not be able to play. Just like with flat to vr where sometimed only the game is playable in stereoscopic but no motion controller support.

  • Andrew Jakobs

    And why isn't it the same?

  • NL_VR

    When the VR-mode work with 6dof motion controllers i buy the game. until then i can play other good games. Because once i played Re in VR i wont go back to flatscreen.