Play Detroit: Become Human on a VR headset with 6DOF head tracking. Cutscenes play on a large flat screen, and the game's flat interface is fitted into the part of the view the lenses actually show.
This is an unfinished, work-in-progress VR mod. It is not a polished release. It is shared so people can play with it and help improve it.
Every release below is recognised by name, and the mod uses addresses recorded for that exact build:
| Release | Store | Build | Recognised as |
|---|---|---|---|
| Detroit: Become Human | Steam | v09.10.2023 | retail Steam, v09.10.2023 |
| Detroit: Become Human Demo | Steam | 2021-10-25 | Steam demo, 2021-10-25 |
| Detroit: Become Human | Epic Games | v09.10.2023 | Epic, v09.10.2023 |
| Detroit: Become Human Demo | Epic Games | 2021-10-25 | Epic demo, 2021-10-25 |
The four are genuinely different files, not one build behind four storefronts. The mod identifies yours by its SHA-256 and says which it found in the log.
Another build, or an updated one? It still works. The addresses are also
recorded as byte signatures, and anything unrecognised is found by searching
for those instead — you will see UNVERIFIED build in the log and a count of
how many addresses moved. Nothing is patched unless it was found unambiguously.
- Detroit: Become Human on PC — your own copy, from either store above.
- A VR headset with SteamVR. Tested on PSVR2 at 90 Hz. The mod uses OpenXR and finds SteamVR's loader by itself, so there is nothing else to install.
- Optional: the ViGEmBus driver, only for PlayStation button prompts and DualShock motion/touchpad. Everything else works fine without it.
1. Find your game folder — the one containing DetroitBecomeHuman.exe.
In Steam: right-click the game → Manage → Browse local files.
2. Copy this whole DETROIT_VR_MOD folder into it, so you end up with:
...\Detroit Become Human\DETROIT_VR_MOD\
3. Set these in-game video settings before you start:
| Setting | Value |
|---|---|
| VSync | Off |
| Bloom | Off |
| Motion Blur | Off |
| Depth of Field | Low |
| Screen Space Reflections | Off |
| Ambient Occlusion | Off |
| Display Mode | Windowed |
Do not change Resolution Scale. Changing it can break the game.
4. Start SteamVR, put the headset on, and check that it is tracking.
5. Run Play Detroit in VR.cmd from inside the DETROIT_VR_MOD folder.
6. Press a key when it asks. The game starts in your headset.
This is the single most common reason the mod "stops working".
Detroit rewrites its own configuration on exit, and a VR session can leave some of those settings changed behind your back. Check the table in step 3 again:
- after your first ever launch in VR, and
- every time you change the rendering method (mono ↔ stereo) in the VR panel.
Display Mode and VSync are the two that matter most. Exclusive fullscreen fights the VR compositor for the display: the symptom is a session that runs perfectly on menus and flat cutscenes, then collapses to a few frames per second the moment real 3D gameplay starts. Windowed fixes it.
If performance falls off a cliff and nothing else changed, check these first.
Nothing in the game is replaced or patched. The mod starts the game and injects itself. It writes two files:
GraphicOptions.JSON— to raise the frame rate cap. Your original is backed up first and restored by the uninstaller.steam_appid.txt(Steam copies only, and only if there is not one already). Launched outside Steam the game does not know which app it is: the full game answers by asking Steam to start itself a second time, in a process the mod is not in — so the game runs flat and nothing looks wrong — and the demo refuses outright with "Steam must be running to play this game". The id is read from Steam's own records for your install, and the uninstaller removes the file again. Epic copies need none of this and are left alone.
Detroit builds its shader cache the first time it runs, which can take many minutes, and levels may stutter for a while afterwards. In stereo it is slower still, because every pipeline is compiled twice — once per eye layout. This happens once; the results are cached and the second visit to an area is smooth.
Then the frame cap cannot be set yet. Play once, quit the game, and it is applied as you exit — active from the next launch.
| Input | Does |
|---|---|
F6 |
Recenter your view (the game window must be focused) |
| Both sticks pressed | Open the VR settings panel inside the headset |
Play with a gamepad, keyboard, or the VR controllers.
Settings live in profiles\vr_panel_settings.txt, each with a comment
explaining it. The panel saves its own changes immediately; edits you make by
hand apply the next time the game starts.
Run Uninstall VR mod.cmd.
It restores your original GraphicOptions.JSON, removes the steam_appid.txt
the launcher wrote (never one that was already there), removes any "Detroit VR"
desktop shortcut left by an older version of the mod, and deletes this folder.
Your saves are never touched.
There is no log by default. To capture one, create an empty file named:
profiles\debug_log.flag
and play again — detroit_vr_debug.log then appears next to this file. Delete
the flag afterwards, as the log grows large.
If the game crashes, an anonymous report is written to
crash_reports\crash_<date>.txt (PC, headset and GPU details, no personal
data). Send that along with a description of what happened.
MIT — see the LICENSE file.
Fork it, fix it, build your own version and publish it; the only condition is that the copyright notice stays with it. Improvements are very welcome.
The licence covers this mod's own code only. It grants no rights to Detroit: Become Human or anything else Quantic Dream or Sony owns, and the mod ships no game files.