


I played with a quest 2 using alvr
Working Flawlessly out of the Box

Game does not initialize vr on WiVRn
PRESSURE_VESSEL_FILESYSTEMS_RW=$XDG_RUNTIME_DIR/wivrn/comp_ipc:/var/lib/flatpak/app/io.github.wivrn.wivrn %command%
Unplayable due to incompatibility with OpenComposite

-w 1920 -h 1080 -fullscreen
This guide was tremendously helpful in getting VR set up and running well on Linux overall.

Weird view warble when starting a map, goes away after about 10 seconds

Fully playable so far if you don't mind navigating the menus with your mouse instead of your headset controller.
Quest 2 controllers not working on the menu, had to use a mouse to start the game and load my save file. After that, gameplay was smooth on ALVR with my Quest 2
Game runs smooth and reached Sandtraps with no issue, only problem comes with the main menu interface. Guns movement and interactions worked out of the box.

Frezes on the loading screen. Doesn't even connect to Steam VR
Tried on a Quest 2 with ALVR. Tried multiple Proton versions.

__GLX_VENDOR_LIBRARY_NAME=nvidia __NV_PRIME_RENDER_OFFLOAD=1 __VK_LAYER_NV_optimus=NVIDIA_only %command%
Getting kicked back to the SteamVR Environment during loading screens is a bit odd, but normal, even on Windows. Gotta love Source jank!

Tested on a Steam Deck OLED via a Quest 2 and ALVR v20.9.1

__GLX_VENDOR_LIBRARY_NAME=nvidia __NV_PRIME_RENDER_OFFLOAD=1 __VK_LAYER_NV_optimus=NVIDIA_only %command%
Yo
When the ravenholm background loads, it causes SteamVR to not display the game in the headset. If you encounter this bug, turn off steam cloud sync, backup your saves, uninstall the game AND remove all the remaining files for Half Life 2 VR in steamapps/common. Reinstall the game and start it then put back your save files and it should be all good. There is probably a better way to do this but this worked for me.
Tested on Oculus Quest 2 with ALVR. I tried the newer proton versions and the only one that worked was that older GE version.
The launch options I've specified do not need to be put down unless you're running an Nvidia Optimus setup (Nvidia dgpu and intel/amd igpu) for AMD dGPU's you can add DRI_PRIME=1 %command% to your launch optins (Laptops only)

Jump is very flakey using my Vive Wands, have to press multiple times. Same can happen with the control for ejecting the mag
One or two areas so far have been jittery. Possibly caused by too many fires? Not sure.

The current Steam VR beta doesn't work for me. It fails to start with the error, "failed to initialize vr mode, could not talk to compositor". It opens and runs fine after switching to the non-beta version of SteamVR.

If you dont use steamvr beta it will launch, show a loading screen then crash

Not Compatable with Valve Knuckles
Can't click on any menu with Knuckles, can't interact with any thing in game. Menu's are workable with the mouse.

Game works and launches as intended - Using an original vive headset and played through the first chapter.
slow loading between levels.
will NOT work with the linux branch of steamVR, you need to change to the main branch for the game to launch properly.

Mostly input issues are a very tough to overcome. Though possible, it's only for enthusiasts to try.
DXVK_ASYNC=1
Menu needs you to point with both Index Controllers to the entry, and click both triggers. You need to remap grabbing, so you can pick up an item, you won't be able to drop it though. You need to enable auto pickup and smart reload.
Crashes on level transitions, dxvk async seems to mitigate this issue.
Currently not recommended to play via Proton. Workarounds so you could play a bit:
- Use GE-Proton7-31 (or newer) and enable DXVK_ASYNC=1 %command% in the launch options to avoid lockups on transitions (might still lock up though)
- Point with both controllers to menu entries, and push both triggers to click a button
- remap grabbing for grabbing to e.g. Button A via desktop browser and http://localhost:27062/dashboard/controllerbinding.html (not via VR Dashboard, as it's mostly very slow to operate).
- Enable auto pickup, change ladder climbing so you look up and move forward to climb and change reloading to smart reload (holding your weapon to your hip)
Physical puzzles are a bit tricky to overcome if you cannot properly pickup things, but you can often trick the puzzles (push/move boxes in the beginning instead of pickup, be quick with jumping the wooden balance, etc.)
Demo and process of finding these issues here: https://youtu.be/fGRCkSw1x-A
Technically the game would work, if the input issues would be resolved.

You cant play because you cant interact with objects
Triggers dont work so you cant grap or interact
Used Steam index and everything else worked fine except that input

Unable to interact with menu and grabbing objects and ladders do not work
The game can launch and run fine but there are two glaring issues with this mod:
- The in game menu cannot be interacted with in VR. You can point the cursor but you cannot select things. Using the mouse on the regular menu on the game's window does work.
- Cannot grab objects like props and ladders in this game. This is can be a deal breaker. The game would be effectively softlocked at Red Letter Day where you would have to plug the teleporter in and it's impossible to do that if this grabbing functionality is broken. I have not tested reloading weapons but I feel like you may need to enable automatic reloading if you're going to skip to Route Canal. You will also have to switch to stick climbing ladders and automatic item pickup.
I have tested this on Proton 7.0, Proton Experimental, and Proton GE 7.22 and they all wield the same results.
It would probably be best to wait until the game gets updated as this mod is in public beta at the time of this report.
Grip is Completely undetected by the game, picking up any objects is impossible. makes it impossible to progress sometimes. The dev has confirmed the issue will not be fixed by him.
It is also impossible to navigate the menu in VR. its possible to get around this by just doing it using your mouse.