This month Rockstar's 2010 western got two unofficial VR conversions, built in different ways for different hardware:
- RDRVR by Disonomouss (a GitHub account created September 25), a native-stereo mod for the 2024 PC port. Version 0.1.0 went up on GitHub on October 7. Nineteen releases in, it's at 0.8.11 (Oct 14).
- rdr1-quest, which rebuilds the Android version of the game to run standalone on a Meta Quest 3 or 3S, with no PC and no Quest Link. The repository went public on October 15 with a commit titled v0.1.0 (there are no tagged releases); the README now reads
0.1.1 alpha.
I haven't played either build yet, so everything below comes from the two repositories, their commit logs, and the creators' own footage.
| RDRVR (PC) | rdr1-quest (standalone) | |
|---|---|---|
| Plays on | Windows PC + PC VR headset (Quest 3 tested) | Quest 3 / 3S, no PC after install |
| Your copy | PC port (Steam or Rockstar launcher) | Android version, from your phone |
| Hooks in | dinput8.dll + RedHook plugin | Rebuilt APKs, signed with your key |
| Frame rate | 90 Hz in the dev's Quest 3 tests | 36 fps shown at 72 Hz |
| Latest | 0.8.11, Oct 14 | 0.1.1 alpha, Oct 16 |
RDRVR: the PC mod
RDRVR's README describes two parts. A dinput8.dll loads with the game, hooks its Direct3D 12 renderer to "draw the scene once per eye", and runs the OpenXR session, body, hands, holsters and menu. A plugin for K3rhos's RedHook script hook calls the game's own functions when the core asks. The mod ships no game files.
The feature list is long for a week-old project: a first-person body with arms that follow your controllers, holsters you reach for, rounds loaded by hand, lever and pump actions worked by hand, two-handed long guns, dual wielding, and a lasso aimed with your head and thrown with the trigger by default (a swing throw is an option). Executions are off by default: "No executions: the trigger fires at close range instead of starting John's third-person execution." Since 0.8.9 a menu toggle, "Executions up close", can turn them back on.

The README is unusually candid about what has been tested where. Changes are marked "used in a Quest 3 over Virtual Desktop" or "tried in the developer's simulator only, not yet in a headset". Version 0.8.0's batched render hand-off saved "about 2.5-3 ms less CPU a frame in the developer's tests". The known-issues list includes stutter bursts whose cause "is not known yet". There's also a warning worth reading before you install: "The game sends its crash reports to Rockstar: a crash with the mod installed is reported too."

Creators piled in. Gamertag VR, IAmCrusty (about 91,000 views) and Beardo Benjo (about 53,000) all posted playthroughs in its first eight days. IAmCrusty's description sets expectations honestly: the mod is "super janky but the jank is funny", in his words.
The co-author in the commit log
Open RDRVR's commit history and 18 of its 19 commits end with a Co-Authored-By: Claude … trailer: 17 name Claude Opus 5.5, one (0.5.0) names Claude Fable 5.1, and only the 0.2.0 commit has none. Claude Code adds a Co-Authored-By git trailer to commits by default, so these commits were most likely made through Anthropic's coding agent. The trailer doesn't say how much of the mod Claude wrote, and we found no public statement from Disonomouss about it.
RDRVR isn't the only one. The God of War (2018) VR mod by adore11s, first released October 17, carries a Claude Opus 5.5 trailer on all 33 commits as of October 19. rdr1-quest's 19 commits carry no trailer, but that proves little: the repository ships a release checker that fails a release if the kit contains folders like .claude, .codex or .agents, files like claude.md or agents.md, or words like Claude, Anthropic or Codex. The kit is scrubbed of AI-tool traces, so we can't tell either way.
A trailer is a signal, not a byline, but it's a public trace of AI coding agents inside this month's wave of flat-to-VR mods.
rdr1-quest: Marston without a PC
The Quest project starts from a different game build. Rockstar brought Red Dead Redemption to iOS and Android on December 2, 2025, and sells the mobile version on its own on Google Play and the App Store. That gives an arm64 Android game whose engine already runs on mobile silicon.
The kit runs on a Windows, Linux or Mac PC. You export your own full install from a phone, and the installer builds the mod from source, signs the APK set with a personal key and sideloads it. It identifies the engine by "the SHA-256 of librdr.so" and refuses unknown variants instead of guessing. The README's feature list mirrors the PC mod's: arm IK, body holsters, manual revolver reload and hammer fanning (its Realistic preset; since October 16 the default is Casual, where the trigger just fires and B reloads), a two-handed lasso, horseback riding, and whistling for your horse by holding an empty hand to your mouth.

The compromises are written down. The README promises "36 fps rendering shown at 72 Hz, with optional Application SpaceWarp". A bundled helper raises the GPU clock to 690 MHz over ADB, but you have to re-run it after every headset restart, and it warms the headset. The README also warns: "In a dark room the headset cannot track and the game does not start."
Open on XWho's behind it? The creators covering the Quest port credit modder GeT_RiCh. Hostile VR teased the port on September 29, then on October 1 shared GeT_RiCh's video of a "very early build". Gamertag VR adds that GeT_RiCh "also made GTASA". When the code went public, QuestWithMatt linked the rdr1-quest repository with "Thanks GeT_RiCh for this mod." Nothing in the repository itself names GeT_RiCh, so the link between the handle and the code rests on that post.
"I'm still incredibly impressed that a game like this works in standalone headset, but honestly, the mod itself still needs some polishing." — Hostile VR on X, Oct 16
Hostile VR's verdict that day: "For now, if you have the option, it’s probably better to go for the PCVR version". Two days later the tone was warmer: "Even though it’s clear the game is pushing the Quest to its absolute limits, it still manages to impress with its huge scale, attention to detail, physics and vast open spaces to explore."

The Take-Two question
Both projects make the same promises: they bring no Rockstar code or assets, and you supply your own copy. That didn't protect Luke Ross in 2022. His VR mods were funded through Patreon, and a Take-Two DMCA notice sent to Patreon led him to pull his GTA V, Red Dead Redemption 2 and Mafia VR mods, even though they required users to own the games. Both RDR mods are free downloads on GitHub. We're not lawyers, and both RDR repositories were still up when we checked October 19. Still, if you want to try one, don't assume the link will stay up.
I'm most curious about the Quest version: a phone port turned into a headset game is exactly the kind of sideways engineering this site exists for.




