Open on XCactus VR Studios' VR conversion of Indiana Jones and the Great Circle has reached alpha. "Credits are rolling," the modder posted on October 28. Asked what alpha means, he replied: "That means I was able to play through the entire game in 6dof vr." There's no release date.
I haven't played it. This is based on his posts and clips on X and the GitHub pages for his Doom mods.
What the clips show
His October 22 clip, the most-watched so far at about 13,900 views, listed "2hand grabbing / aiming working, laser sight, throwing and most importantly DLSS-G-VR natively." Later that day he showed the whip. "All 3rd person transitions have been moved to a VR friendly view and mechanic with full 6dof," he wrote.
That matters because the game already has a VR route. Luke Ross's R.E.A.L. VR framework supports Indiana Jones, but you play with a gamepad. A CompoundVR guide puts it plainly: "there's no tracked whip, no physical punching, no reaching out to grab a ledge with your own hands."

The performance problem
This is the catch, and he's said so himself. "I'm getting doubts that Indiana Jones and the great circle is going to be a good vr mod," he posted on October 23, blaming performance.
His fix is frame generation. The mod runs the game's own DLSS frame-generation file outside the in-game setting. "Ingame FG is off, I do frame pacing and generate the missing frames through the games nvngx_dlssg.dll," he explained. The alpha screenshot shows the result: 90 FPS to the headset from about 44 real frames a second.
He's still cautious. A day after the alpha post, he told a German fan not to get excited too early. In my translation, the game "already brings any hardware to a boil" and VR "doesn't make that better." He added that he's "somewhat unhappy with the VR gameplay."






