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Additional info for Revive
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LukeRoss00 authored Feb 4, 2018
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Expand Up @@ -24,7 +24,7 @@ If you encounter problems with 3D sound, you can try deleting the `3DSoundProvid

# But I have the Vive, not the Rift!

Since Release 2, the R.E.A.L. mod should be working fine with your HTC Vive thanks to the magic of [Revive](https:/LibreVR/Revive). The game automatically detects whether you're using the Rift or the Vive, and if a Rift is not present, it loads an embedded copy of Revive (updated to [Version 1.2.1](https:/LibreVR/Revive/releases/tag/1.2.1)). Revive in turn connects with SteamVR, and hopefully all this should make the game display correctly on your Vive.
Since Release 2, the R.E.A.L. mod should be working fine with your HTC Vive thanks to the magic of [Revive](https:/LibreVR/Revive). The game automatically detects whether you're using the Rift or the Vive, and if a Rift is not present, it loads an embedded copy of Revive (updated to [Version 1.2.1](https:/LibreVR/Revive/releases/tag/1.2.1)). Revive in turn connects with SteamVR, and hopefully all this should make the game display correctly on your Vive. Remember that Revive needs the [Oculus runtime](https://www.oculus.com/setup/) installed (you can skip the first-time setup part and you won't need an Oculus account).

If the mod somehow fails to detect your Vive, you can try forcing its hand by adding the line `+VRRevive 1` at the end of your `VRlaunchcmds.txt` file. If instead you want to use your Rift but the game insists on launching SteamVR, specify `+VRRevive 0` to disable the internal copy of Revive. The default value if you don't pass anything is `+VRRevive -1` which will enable the auto-detection code.

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