Killing Floor 2 VR — reload, interaction and rendering alpha
v0.2.0-alpha.20261011 brings the October 11 OptimumBox integration together
with KF2-VR's retained local handling and authority safeguards. Changes below
are relative to the October 7 alpha.
KF2-VR is a fan-made PCVR adaptation, unaffiliated with Tripwire Interactive.
Documentation revision 1 refreshes setup and controls guides, LinuxKit extraction
steps and source-build prerequisites. It changes no gameplay or compiled files.
The release assets were refreshed together with their matching source and checksums.
Downloads and setup
Choose the complete playable multiplayer ZIP in this release. Extract it into
a fresh folder and open Start KF2-VR. Keep app intact and the launcher open
until cleanup finishes. Preserve the previous release for rollback; never mix
DLLs or bypass executable/package mismatches. The matching source ZIP is for
development and requires your own supported game/SDK and local asset inputs.
See BUILDING.
Steam supports Solo/Host/Join in VR or Desktop. Epic remains experimental Solo
VR, using manually pasted session Launch Options in the official Epic launcher;
its player-window Host/Join/Desktop and cross-store online route are unsupported.
Restore your previous Epic options after quitting. The separate Linux/Proton
joining kit and manual Epic desktop companion are experimental workflows, not
Epic VR multiplayer support; their real online acceptance remains pending.
Changes since October 7
- Hip and revolver reloads: compatible one-hand guns can physically reload
while the other hand is occupied. Press that gun hand's reload button and
bring the gun to its hip loader. Both hands own independent sessions;
revolver/cylinder opening, loading, seating and closure include the donor's
recovery work. Stock Button reloads and Physical + Pump remain available.
Split pairs retain one shared reserve, with authority admission and payment
at seating; no client-predicted ammunition is granted. - Interaction and reload recovery: acquired firearm support is retained
across controller-distance drift while grip and tracking remain valid. Both
hands can reach the ammunition pouches. HX25 front contact/recovery and twist
cancellation, M32 belt pickup/regrab blending and insertion, chamber/rack,
break-action and 1858 recovery have source corrections to retest. Stowed
dynamite is inert; smoke/sparks belong to its held preview. The M32 visual
correction does not establish every reported floating prop's cause. - Reserve HUD: independent guns show their own icons/counts; actual paired
guns show two icons above one shared count. Single-gun presentation stays
centered at the same physical icon/digit size. Free-hand pouch highlighting
replaces changing action labels. - Multiplayer and controls: sender-timed 120 Hz pose updates and matching
host/network limits are integrated. The wheel supports walking and the
turn-stick toggle preserves welder priority. Configured rates do not promise
a live frame rate or network performance. - Cameras and hands: boss introductions use a fixed, blinked viewpoint with
tracked head look; death/spectator views keep level anchors. Authored stock
grenade grips start enabled, with the tracked-curl choice still available. - Threaded HUD: donor recovery work is adapted to register the exact owned
Canvas resource on the render queue. Unknown ownership fails closed instead
of guessing from texture size or the last clear. Menus, both selectors,
death/respawn and travel still need threaded Off/On headset retests. - Launcher and companions: donor layout, wording and controls are integrated
with local compatibility checks. A blank Host password makes the server public:
anyone who reaches it can join. The Linux joining kit and manual Epic desktop
companion are separate downloads with their own setup guides.
Local jump-zone choices, haptics, current sight alignment, shared reserve and
authority/recovery fences remain. The eight special physical mechanisms remain:
Husk Cannon, HRG Crossboom, Rail Gun, Crossbow, Compound Bow, HRG Incision,
HRG Vampire and Eviscerator. Underbarrels keep stock reloads; separate
Stoner/Bastion belt work is deferred. A new waist-triggered reload mode is
planned only. Breacher is frozen and omitted from this release's candidate;
earlier chair tests do not establish comfort or runtime acceptance.
Defaults and experimental graphics
Fresh profiles start at Performance / 100% render scale / Button reloads.
Saved choices win, including an existing 75% render scale. Steam single-pass
stereo, HBAO+ and reflections remain On; Epic single-pass stays Off. Threaded
rendering, physical reloads, optional Portal gameplay and multiplayer grabbing
start Off. Authored grenade grips start On. Portal see-through requires threaded
rendering Off.
DLSS starts Off. DLAA/Super Resolution require NVIDIA RTX hardware and a
compatible driver. Motion vectors describe camera motion only, so moving hands
and enemies can show artifacts. This is not frame generation; headset image
quality and performance remain unaccepted. See DLSS.
Use Solo or VAC-off custom servers. Secure injected VR is unsupported; VAC-off
does not establish XP eligibility or anti-cheat safety. Practice/cheats can make
a session unranked, and custom multiplayer does not promise ordinary perk XP.
Validation and limits
The compiled candidate KF2VR-Multiplayer-20261011-213005 passed 40 native
tests, 409 launcher/package tests with 4 skips, and SDK compilation with
0 errors / 3 existing warnings. Its compiled-origin source is d82f6298.
The later clean-source launcher gate passed 391 tests with 14 optional-input
skips; that gate is not a full clean-source asset/game rebuild.
These are compilation and offline checks. This combined build has not passed
headset or real online acceptance, and donor runtime parity is not claimed.
Retest both hands, limited reserve, interrupted reloads, HX25/M32, dynamite,
wheel/welder transitions, cameras, remote poses and threaded HUD lifecycle.
Wider hardware, busy waves, travel and complete matches remain alpha coverage.
Use Button reloads if physical handling blocks play.
For feedback, include build ID, store/mode, headset/runtime/GPU, weapon, relevant
options and repeat steps. Save logs for a bug report creates local sanitized
copies; review them before sharing. Keep raw configs/dumps, credentials and
password-bearing join codes private. Nothing uploads automatically.
Credits and licences
Thanks to OptimumBox for the
integrated/adapted rendering, DLSS/DLAA/CAS, single-pass stereo, threaded HUD
recovery, hip/magazine/revolver reloads, support/pouch controls, 120 Hz poses,
cameras, grenade grips, launcher and Linux/Epic desktop companion work. The
baseline is v0.5.0-alpha.20261011,
e35ec355ae951dda72ee80b20cb1cef12345b9ac. Donor commits' recorded
Claude Opus 5.5 co-author attribution is retained. Earlier DLSS/physical-stock
work credits e080bc0e1e1a56e3de61498634f40ca2c29692ed. Kvasir94 maintains
the original project and local integration; the exact owned-resource threaded
HUD adaptation retains the donor credit. See full credits.
Original contributions use MIT; donor copyright and permission notices remain.
OpenXR/Khronos, MinHook/HDE, Python/Tcl/Tk/Microsoft components, NVIDIA DLSS/NGX,
AMD FidelityFX CAS and the BigSoundBank CC0 bell retain their bundled licences
and notices. This software contains source code provided by NVIDIA Corporation.
NVIDIA GeForce RTX and NVIDIA RTX are NVIDIA trademarks.
The original fork DLSS licence disclaimer is retained verbatim:
Original contributions use MIT.
nvngx_dlss.dllis NVIDIA's DLSS runtime, redistributed under the NVIDIA DLSS SDK licence (app/notices/NVIDIA-DLSS-LICENSE.txt). Bundled components keep their own notices.
Playable packages contain KF2/Valve-derived assets whose redistribution clearance
remains unresolved. Public availability does not establish clearance or grant
third-party rights. The source ZIP excludes game-derived binary packages and
NVIDIA SDK/runtime binaries. See the bundled notices and provenance.
Exact release identity
Release: https://github.com/Kvasir94/Killing-Floor-2-VR/releases/tag/v0.2.0-alpha.20261011
Public package build ID: 0.2.0-alpha-213005-b5b45206b24f-p2.
Compiled origin: build 213005, source d82f6298e6ecb5db725e0c99c953d6640602978d. Original distribution snapshot: b5b45206b24f0bc852675b57c4850d770aa8d335. Documentation revision 1 uses source snapshot 050b1d9758b77ba630c6d344fbe63946578404df, matching public source commit e473c05. The release tag stays at original source commit dfee6c4; GitHub's automatic Source code archives therefore retain the original documentation. Use the supplied KF2VR-Source-v0.2.0-alpha.20261011.zip for the corrected source documentation. DLLs, compiled game packages, launcher code, build ID and protocol are unchanged from the original 213005 distribution. Fresh archive checksums are supplied in SHA256SUMS.txt.