This is not the Remastered edition and not a mod for it. It's an OBSE plugin for the original 2006 game that puts real VR into the game's rendering. The idea for now is: Oblivion stays Oblivion — no gameplay replacement, no reimagined combat. Same game, just in a headset.
Why 2006 and not Remastered? Well... It's just my fav game of all time and also... mods... beautiful mods that Remastered doesn't have.
OBVR has been developed and tested by exactly one person on exactly one headset. That's the reason for this post.
What works
- Real stereo 3D. The world is rendered twice per frame, once per eye. Not one image shown to both eyes (like Luke Ross mods). (If you like AER you can enable that though...)
- Hyper Stereo build in (similar to PrimaShocks 3D Boost mod but built in not modded and without the visual artifacts)
- 6DoF head tracking. Look around, lean, duck, stand up. The vanilla camera is multiplied by the HMD rotation rather than replaced.
- Native headset resolution and FOV. The game renders into eye-sized targets and the frustum is taken from the headset, so you don't get a 16:9 monitor image cropped into your face.
- HUD and menus in the headset, either on a cinema screen or floating in the world.
- Its own settings menu inside VR — ~50 settings, arrow keys, changes persist to the INI. No taking the headset off to edit a file. Not all settings work atm.
- Vertical look moved off the mouse onto your head, which is the single biggest comfort win.
- Gaze-based aiming. Arrows and spells go where you look, not where the mouse points, while your walking direction stays under mouse/gamepad control. The bow visually follows your gaze while you draw (Luke Ross style VR).
- Crosshair at the right depth, so it fuses into one instead of doubling.
- Dialogue zoom removed, persuasion minigame works, works with and without the 4GB patch, works under Mod Organizer 2.
What does NOT work YET — please read this before installing
- No motion controllers. No hand tracking. No room-scale movement. You play with mouse + keyboard or a gamepad, seated or standing in place. This is a "the game is in VR" mod, not a "reach out and grab things" mod YET. If that's what you want NOW, this isn't it FOR NOW. POSSIBLY LATER THOUGH.
- A known hang. Occasionally freezes the game. It has happened three times, it's not reproducible on demand, and the cause isn't found yet. Diagnostics are built in and this is one of the things I most want testers for.
- No D3D9 device-loss handling. Alt-tabbing or changing resolution may take the game down. Untested territory.
- Rare NPC glitches — an NPC snapping away during cutscene dialogue, and very rarely all NPCs collapsing into a pile. Cosmetic, rare, unfixed.
- SteamVR/OpenVR only. No OpenXR yet (Oblivion is 32-bit, which rules out most OpenXR runtimes).
- Windows only for now. Linux is the eventual goal.
- Tested on one headset (Pimax Dream Air) and one GPU (RTX 4090). Everything about how it behaves on anything else is genuinely unknown. That is the main thing I'm asking for.
Requirements
- The original Oblivion, 1.2.0.416 (Steam/GOG version, not Remastered)
- xOBSE 22.13
- DXVK
- SteamVR running
What I'm asking for
Mostly: does it start, and what does it look like on hardware that isn't mine? Specifically —
- Does it launch and reach the headset at all on your HMD?
- Is the scale right? Do people look human-sized?
- Comfort — anything that makes you queasy, and what you were doing at the time.
- If it hangs or crashes, OBVR.log and OBVR.log.prev next to Oblivion.exe. The .prev survives a restart and is usually the useful one.
Frame rate reports are welcome but expect a small hit: the world is rendered twice at full headset resolution.
Happy to answer anything.
And yes eventually I want to make this not just a VR mod but a VR port with swords, shields, bows, magic and grabbing stuff all in VR.
DM me if you want to try the mod and give feedback.