The Titanfall 2 VR mod converts the game’s single-player campaign for headset play. It runs as a Northstar plugin, uses OpenXR to deliver a tracked stereo view, and adapts the game’s existing controls for motion controllers. It adds head tracking, hand-aimed weapons, interactive reloads, Titan control adjustments, and configurable HUD elements; it does not turn the campaign into a separate VR game or add multiplayer support.
How the mod works
The creator describes Titanfall 2 VR as a Northstar client plugin, distributed as a DLL and an INI file. It hooks the game’s DirectX 11 renderer and camera, then uses an OpenXR session to provide the headset view. Northstar is required to load it; Northstar’s FAQ explains that its launcher attaches to the game and injects custom code and scripts. The mod creator says the plugin does not modify the game files or distribute game assets. The mod’s README
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For the image, the mod uses alternating stereo rendering: the game draws one eye per frame, with each eye using the head pose for the frame it receives. The creator says each eye refreshes at half the headset’s frame rate. This is a description of the rendering approach, not a performance guarantee for a particular PC or headset. The mod also offers six-degrees-of-freedom head tracking with an adjustable neck model, plus settings for eye height, world scale, and weapon position. The mod’s README
Rather than replace Titanfall 2’s input system with a new VR game, the mod presents the VR controllers to the game as an Xbox pad. It maps head movement to view direction and the right-hand controller to weapon aim, while adapting the campaign’s ordinary gamepad actions to the VR controls. The controls guide
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What changes during play
Pilot movement and controls
The controls guide maps common actions to the controllers as follows:
- Right trigger: fire; left trigger: aim down sights.
- Right A: jump; right B: crouch.
- Left X: reload or use; left Y: change weapon with a tap or view the objective when held.
- Left stick: move; clicking it sprints.
- Right stick: turn horizontally and handle two-option prompts vertically.
- Controller grips: tactical ability and ordnance.
Head tracking directs the player’s view, while the right hand aims the weapon. The guide also provides snap or smooth turning, adjustable turn response and deadzones, three crouch modes, haptics, and a d-pad modifier used for Titan controls. The controls guide
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Titanfall 2’s fast movement remains part of the experience. Snap turning is available, but wall-running and grappling still create substantial movement that may be uncomfortable for some players. That is a reported possibility, not a measured rate of motion sickness. Road to VR’s October 2, 2026 report
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Weapons can be aimed with the motion controllers, and the mod includes grip-position calibration, aiming-down-sights controls, and optional steadiness support. It also adds manual or interactive reload behavior. Road to VR reports that interactive reloading is available for every gun, including a gesture-based reload for the Wingman; this is the publication’s account of the feature, not a claim of independent testing here. The controls guide Road to VR’s report
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Titan controls
The mod adapts controls for Titan actions rather than treating the cockpit as an unchanged pilot-control layout. Its guide uses the left thumbstick as a directional pad while a modifier is held, accommodating Titan actions that use directional inputs. The available documentation supports describing this control adaptation; it does not establish that every Titan action has been independently tested. The controls guide
HUD and settings
HUD elements can be repositioned and scaled individually. The creator lists ammo, the top-left information cluster, name labels, reticle, waypoints, and Titan cockpit elements such as the surround, dash bars, and missile-lock rings. The in-headset settings panel has 72 settings across eight categories, including resolution, world scale, eye height, turning, crouch mode, and weapon positioning. The controls guide
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The mod starts at 75% resolution by default because it does not assess the user’s GPU. The creator says users can change resolution in the in-headset menu and that doing so does not affect field of view. Treat 75% as the software’s configurable default, not as a universally recommended setting or a benchmark result. The mod’s README
What you need to know before installing
Scope and compatibility
The creator labels the release alpha and single-player only; Northstar is required. Multiplayer support should not be assumed. The creator’s documented headset tests are Meta Quest 3 and Play For Dream MR using Virtual Desktop’s VDXR runtime. Other headsets and OpenXR runtimes are untested in the creator’s notes, which means compatibility is unknown rather than ruled out. The mod’s README The known-issues file
The creator lists a test setup of Ryzen 7 7800X3D, RTX 5090, 32 GB of memory, Windows 11, and the documented headset/runtime configurations. That is a description of the creator’s system, not evidence that the mod requires those specifications or will perform the same on other PCs. No published quantitative study of performance, comfort, or player outcomes is identified in the cited sources.
Installer profile and saves
CircuitLord’s installer documentation says the installer detects Titanfall 2 installations from Steam, EA, or Xbox PC installs, checks for the EA app, and installs Northstar and the VR mod into a separate TF2VR profile. The normal game launch remains unmodded; to play in VR, start the chosen VR runtime and use the installer’s Launch in VR button. The installer documentation says VR campaign saves and settings are stored separately under %LOCALAPPDATA%RespawnTitanfall2_VR, leaving regular campaign saves untouched. CircuitLord’s installer README
The installer creator describes these as community projects, not projects affiliated with or endorsed by the game’s developers or publishers. CircuitLord’s installer README
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It is aimed at players who want to experience Titanfall 2’s existing single-player campaign with tracked head movement and motion-controller aiming, and who are willing to use an alpha mod and adapt to the game’s fast traversal. It is not a fit for someone looking specifically for multiplayer VR or a campaign redesigned from the ground up for VR. If your headset or runtime is not among the creator’s documented tests, treat setup compatibility as unresolved rather than guaranteed.
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