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Dishonored 2 VR Puts the Sword, Pistol and Powers in Your Hands

The Cosmic Tangerine's free, open-source mod adds IK arms and motion controls to Arkane's 2016 stealth game, and Saturday's 0.5.0 beta makes synchronized stereo 3D the default.

First-person view of a pistol raised in a gloved left hand and a sword blade on the right, above a wooded cliff overlooking a coastal city at sunset
Frame from The Cosmic Tangerine's release clip on X (about 1:48).

The Cosmic Tangerine's Dishonored 2 VR is a mod for playing Arkane's 2016 stealth game in a PC VR headset with motion controllers. Its README says you can play the whole game, the sword hits what the blade touches, the pistol fires where it points, and powers come out of your hand. It's free and open source, GPL-3.0 on GitHub.

I haven't played it. This is based on the GitHub repo and its status doc, the Nexus Mods page, and the creator's videos.

Release trailer — Cosmic Tangerine on YouTube (Oct 22, 2026). Poster is YouTube's default thumbnail for that upload. Watch on YouTube.

A 1.0 that became 0.5

The creator first showed the game running in VR in an Aug 30 work-in-progress video and posted an announcement trailer on Oct 7. The first public build, labeled 1.0.0, went up on GitHub on Oct 19 and reached Nexus on Oct 22. It was picked up early on Oct 23 by QuestWithMatt's feature list on X, which showed 187 likes and 5,536 impressions on Saturday morning.

At 5:54 AM ET Saturday, release 0.5.0 walked the number back:

"Version numbering reset: 1.0.0 was labelled too early. 0.5.0 is newer than 1.0.0 and replaces it. The mod stays in beta until it has been played on more headsets and runtimes."

The bigger change is depth. Version 1.0 showed the same flat picture to both eyes by default. Its optional 3D drew one eye per frame, which the notes say made depth "shimmer and ghost." In 0.5.0, both eyes render from the same game instant, and that mode is on by default. The catch, per the notes: "3D runs at about half the frame rate of the flat picture."

First-person view looking down a stairwell with iron railings, a pistol firing in the left hand and a sword blade on the right
Frame from The Cosmic Tangerine's release clip on X (about 0:30).

How it works

A dinput8.dll proxy loads the mod into the game. It hooks the engine's view matrix so the camera follows your head, then turns the controllers into the game's own keyboard and mouse input. The arms are re-posed on the GPU. The README says "the arm skeletons are rewritten with inverse kinematics to reach the controllers."

Engine hooks then make the game agree with what you see. Shots, sword hits, power effects and thrown objects leave from the hand as drawn. The repo also ships a mock OpenXR runtime, so the mod can be tested without a headset.

Testing is narrow. The status doc says only one GPU has been measured, an RTX 3060 laptop. Its 37 to 80 fps at the Quest 3's default 2266×2348 render resolution is for the flat picture, logged before 0.5.0. The now-default 3D runs at about half that. Only a Quest 3 on Meta's runtime has been played; SteamVR, Virtual Desktop, PS VR2 and Index are unverified.

The doc lists gaps, too. The sword doesn't detect walls, and its hits land about 0.25 s late. Power effects from the hand are verified only for Far Reach and Blink, possession doesn't draw the host's arms, and notes and the spyglass aren't adapted.

First-person view down a wood-paneled corridor with a pistol firing from an outstretched arm
Frame from The Cosmic Tangerine's release clip on X (about 1:34).

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