Explore: Browse mods with full motion controls, then open a listing for tested versions, runtimes, and source links.
Not every VR mod gives you tracked hands. Some conversions are designed around a gamepad and only add stereoscopic rendering plus headset tracking. Others go much further with 6DOF motion-controlled weapons, hands, tools, gestures, reloading, or physical interaction.
If motion controls are the feature you care about most, use this list as a starting point and then open the individual PCVR Central game page for the current profile and installation method.
What “motion controls” actually means
A useful distinction:
- Head-tracked VR: the headset controls the camera, but gameplay remains on gamepad or mouse/keyboard.
- Controller emulation: VR controllers act like a gamepad without true tracked weapon position.
- 3DOF aiming: rotation is tracked but position is limited.
- 6DOF motion controls: hands/weapons can rotate and move freely through 3D space.
- VR interaction layer: adds game-specific actions such as physical reloads, holsters, gestures, or tool use.
The last two categories are what most players mean when they ask for “full motion controls.”
Ready or Not with UEVR
Ready or Not has some of the most advanced current UEVR profile work. A 2026 Nexus profile lists 6DOF headset/controller support, visible hands, recoil, haptics, holsters, gestures, and manual reloading.
For tactical-shooter fans, this is a top-tier example of a universal injector being transformed into something much more game-specific.
Resident Evil Requiem with RE9VR
RE9VR brings full motion-controller support to Resident Evil Requiem through the REFramework ecosystem. Community extensions add additional turning, head-aim, and haptic behavior.
Resident Evil Requiem VR guide
Borderlands 3 with a 6DOF UEVR profile
Borderlands 3 community profiles have added 6DOF weapon aiming and first-person vehicle improvements. The combination of a long campaign, loot, and co-op gives it much more content than a typical VR tech demo.
Hogwarts Legacy with advanced UEVR profiles
Hogwarts Legacy's community VR work has gone beyond simply putting the third-person game in a headset. Advanced profiles add first-person-oriented 6DOF interaction and can make spellcasting/exploration significantly more immersive.
Half-Life 2: VR Mod
Half-Life 2: VR Mod is a dedicated conversion available directly through Steam. Because it was built around one game, its motion interaction is more integrated than a generic injection setup.
It is one of the best first mods to recommend to users who want “real VR controls” without a complex installation.
Outer Wilds with NomaiVR
NomaiVR adds full motion controls to Outer Wilds. Tools, exploration, and cockpit-scale environments translate especially well.
The major caveat is comfort: zero-gravity movement can be intense even when the motion-control implementation is excellent.
Minecraft with Vivecraft
Vivecraft makes Minecraft's core actions physical: looking, aiming, building, mining, archery, and roomscale movement can all take advantage of tracked controllers.
It is also one of the most flexible VR mod platforms because it can be combined with a large portion of the Java mod ecosystem.
Minecraft VR / Vivecraft guide
Alien: Isolation with GRAND-MotherVR
GRAND-MotherVR is the modern motion-control option for Alien: Isolation, adding full 6DOF tracked controls to an experience that was historically associated with the older gamepad-focused MotherVR setup.
Valheim with VHVR
VHVR adds VR interaction to Valheim's survival-crafting loop. Long sessions of building, gathering, archery, and exploration make tracked interaction especially meaningful.
Resident Evil 2, 3, 7 and Village through REFramework
Praydog's REFramework site lists game-specific motion-control support for Resident Evil 2, Resident Evil 3, Resident Evil 7, and Resident Evil Village.
These remain important recommendations because the framework is mature and the games are highly polished AAA productions even though their PC VR support is unofficial.
More dedicated community conversions
The wider Flat2VR community maintains many game-specific motion-control projects. Quality ranges from experimental to near-native feeling, so confirm the control level on each listing instead of assuming every VR conversion includes tracked hands.
PCVR Central records motion-control support on each mod and exposes it as a catalog filter. Browse mods with full motion controls, then check the individual listing for 6DOF aiming, required controllers, runtime, and known limitations.
Motion controls are not always better
Cockpit games, third-person games, and cinematic experiences can work perfectly well with a gamepad. Ace Combat 7, for example, benefits more from correct cockpit head tracking and HUD behavior than from waving tracked hands around.
Do not downgrade a good seated VR conversion simply because it lacks hand tracking.
How to tell whether a mod has true 6DOF controls
Look for video or documentation showing that the weapon/hand can:
- Move closer and farther from the headset.
- Move left/right independently.
- Move vertically.
- Rotate independently from head direction.
If the gun only rotates with a controller but stays anchored to one position, it is not full positional 6DOF hand tracking.
Best headset for VR mods with motion controls
There is no single required headset. Quest Touch controllers, Valve Index controllers, PS VR2 controllers on PC, Vive wands, and others can work depending on runtime and bindings.
The key is whether the mod/profile has been tested with your controller pose and runtime.
FAQ
Does UEVR automatically add full motion controls to every game?
No. UEVR provides the framework, but high-quality motion controls usually require game-specific profiles, plugins, object hooks, and controller mappings.
Are 6DOF VR mods harder to install?
Often. They may add plugins, scripts, pak files, or bindings beyond the base render injector.
Can I play motion-control mods seated?
Many support seated play, but physical crouching, holsters, and roomscale interactions may need alternate bindings.
Do motion controls improve performance?
No. They improve interaction, not render performance. A game can have excellent hand tracking and still be extremely GPU-heavy.
Sources and useful links
- UEVR: https://uevr.io/
- REFramework: https://reframework.praydog.com/
- Vivecraft: https://www.vivecraft.org/
- NomaiVR: https://github.com/Raicuparta/nomai-vr
- Half-Life 2: VR Mod: https://halflife2vr.com/
Last verified August 9, 2026.