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I know that many of you guys can only play on weekends, so I did my best to publish this new release in time for you to enjoy!

There are two improvements in this version. One is minor, so let's get it out of the way right now: I fixed the corner case where starting the game with monoscopic rendering would lead to the crosshair being drawn at the wrong depth, thus appearing double. Most users play in stereoscopic 3D, so they didn't notice the issue, and others had already found a workaround where if you briefly turned stereo on and then off again the problem went away. Now it should be fixed for good.

Coming instead to the new, important feature that so many of you requested: turning with the controller stick (or mouse) is now buttery smooth! No more ghosting, yay!!! It was a very complex issue to sort out, and I will say that I am quite satisfied with the solution I found. I call it "Camera rotation compensation", and you'll find it under the "Advanced" section in the "R.E.A.L. VR" tab of the mod overlay. Even if you don't want to mess with the overlay, the compensation is now activated by default for the 1st person camera, and disabled by default for the 3rd person and cinematic cameras. You can experiment of course and find your optimal configuration, or disable it altogether if you preferred the way it was before.

Now, before you download and check it out, a few caveats. The new technique is by no means a miraculous solution. It relies on simulating real-life head movement in order to have the VR runtime apply ATW/reprojection to the game image, and thus it suffers from the same limitations:

  • depending on how fast you turn and how large your headset FOV is, you might notice black bars appearing on one side of your view;
  • ATW/reprojection can only compensate pure rotations, so it doesn't work correctly when the rotation is not around your point of view. For instance, if you apply the tech to the 3d person camera, distant objects will appear to rotate smoothly, but nearby objects (including Arthur) will ghost. That's why by default I'm leaving rotation compensation off for the 3rd person and cinematic cameras;
  • if you have your gun drawn while you smooth turn, the gun and your hand will ghost, just like they do when you turn your head around physically. Again, an unavoidable limitation of how VR works.

This is as good as it gets, folks. I'm actually surprised at how smooth the result came out; I've never seen alternate eye rendering perform so well with game-controlled rotations. Please leave your feedback in the comments, and have fun!!!

CHANGELOG

v1.1.0:

  • fixed the crosshair depth when the mod is launched with rendering set to monoscopic
  • implemented camera rotation compensation for smooth turning

v1.0.3:

  • changed gamepad hooking to better support the Steam version of RDR2
  • fixed an issue where the settings file could not be written because the destination folder did not exist

v1.0.2:

  • fixed aiming (crosshair position and depth) for base window resolutions larger than 1080x1080
  • increased the detection sensitivity for the "squeeze both triggers" gamepad gesture

v1.0.1:

  • fixed a bug that could make the mod unusable for Patrons with an AMD graphics card
  • optimized GPU usage (on most systems this should bring increased fps, more stable VR view, more fluid capture for video streaming, etc.)
  • increased resolution scaling for the Very high preset from 3:2 to 2:1

v1.0.0:

  • initial release


Comments

Eugene Eugene

Thanks a ton, rotation ghosting was the most annoying issue for me! A wild guess: the game has motion blur, so it must produce a motion vector buffer somewhere in the pipeline - is it possible to use it to inform SteamVR/OpenXR reprojection about motion of both the world and the gun? An unrelated question - is snap turning coming?

realvr

No, VR runtimes don't accept motion vectors from the game, they insist on (mis)calculating their own :-| Snap turning is probably never coming. Besides the fact that I find it horribly immersion-breaking (subjective, I know), it would require major changes to the way the game deals with controller/mouse inputs, so lots of development time, and it would not transform the mod into a comfortable experience for users who don't have their VR legs, due to various other things (smooth locomotion, involuntary camera movements, frantic action on horseback, etc.)

WIG

So is RDR2 VR complete now? If so what are you thinking of working on next?

realvr

I only meant "as good as it gets" in terms of smooth turning!

Anonymous

You are the man!! This was the only thing stopping me from strapping the missus in. Her VR legs aren't fully there yet. Thank you and congrats.

Anonymous

Now you'll just need to drop that trick into GTA5 and pop it into your patreon 😄

Anonymous

this is amazing! I've been having so much fun with this. RDR world is so alive, and in VR is just unbelievable. Thank you so much for your work Any plans to port these improvements over to GTAV?

Emile Tixeuil

So, there is a bug ... and you correct it right away. Hey guys, one thing for sure, luke is not trying to find a job at bethesda 🤣

Cercata

Eager to try that !!!! Edit: Very nice now ... since the first version of the GTA mod, the alternate eyes method has improved a lot !!!

Anonymous

Sounds awesome. I'm out of town watching soccer all day, can't wait to get home and check out out. In the meantime i thought I'd share a link that helps demystify the jargon for noobs like me: https://uploadvr.com/reprojection-explained/

Anonymous

This is EXACTLY what I wanted without knowing how much I really wanted this lol Thank you for persevering and finding a workaround/fix for this

Anonymous

(and after reading about all this i can finally make sense of why playing on ultra seems fine to me even though the real overlay reports a fps that is about half what the oculus debug overlay reports)

realvr

Thank you!! It's not a priority for the moment, but I might consider it in the future

Anonymous

OMG! I can't wait to try this. This is the fix i've been waiting for!

Anonymous

Don’t know if you take this to heart or not but you are saving my boring ass schooldays with your work and I really appreciate it, I don’t know how much my money is worth to you but it’s a lot to me so by me continuing to support you with it says how good your content is and my respect for your constant work on it.

Anonymous

Thanks, Luke! Def booting this up tonight and will report back with any issues/bugs. Playing on RTX 3060, Ryzen 9.

Anonymous

Anyone have a fix or the same problem where the story missions don’t update when finishing a mission unless you quit or die, thus leaving you with no missions and confusion. I’m not home at the moment so if anyone have this I think sleeping fixes it, I know it’s a known problem but I haven’t been able to test the theory out yet

Solomon Ginsberg

Works really well! Excellent work Luke, the mod was allready good but this makes it even better. Well done :)

Anonymous

Just about to try it now but wanted to say your smashing it with these regular updates bud and il continue to support you as i think this is an amazing mod and you obviously put a lot of work into it

william mumford

This update has made the mod much more enjoyable with my 1080ti...I imagine it is really great on a 3080 or 3090 now. Great job!

Solomon Ginsberg

Had an issue I forgot to mention that is not connected to this release as it occured in the last release too. Sometimes the screen starts to fill up with black and u have to rotate 360 degrees quickly to get the picture back. Not sure its the mod but it seems related to VR and not pancake.

Anonymous

Any luck getting this to run with Virtual Desktop or is that a question for Guy Godin?

Anonymous

Unfortunately not working at all on my G2 under openXR. now judders way way worse, in both eyes. turning off the tickbox changes it back to the slight stutter in previous versions. tried everything, reset to all defaults, check openxr reprojection was off. Loaded low settings so fps was a constant 90. edit: I have two vr rigs and vr headsets, so will try the other edit2: found it, its mouse movement! moving with the mouse (for testing) is still juddery as F. Tried my xbox controller and its fine. As I will be using the xbox controller, then this is not an issue

Anonymous

Is it possible to change the button combo that brings up the RealVR overlay? By default, it interferes with shooting mechanics when using a controller.

Joseph Spadaford

So is there no suggestions at all for people using boot camp. I really would hate to stop supporting this effort. How about this what is the most economical pc solution for playing this. If you really have no way of looking into to it from the Mac side then could you at least give me an idea about what should be the best bang for my brother buck for a pc. I am willing to adopt one just for this

Anonymous

When you say 'change the button combo', are you referring to depressing both the triggers at the same time? If so that isn't supposed to bring up the overlay menu unless you are on the RDR2 pause screen, where shooting mechanics don't matter. Maybe confirm some of those details as it may indicate a different problem for Luke to solve than what the combo is.

Anonymous

Is there any way to make it so that you turn in the direction that you look and not have to depend on the thumbstick? Makes a big difference

Anonymous

Here's the thing: the game will scale right up to the 3090 gpu and 5900x cpu which is basically as good a gaming computer as you can get. I would probably not play it on anything less than a 3080 or 6800 XT - maybe a 3070. So you're looking at at somewhere around a $2000 investment because of inflated GPU prices - unless you can get a 3080 at retail price, in which case you could build a maybe $1600 system. But this is just my opinion of what is enjoyable. Others may find lower FPS or resolution acceptable. On the 3090, I can get average near 80 fps with the highest resolution, ultra textures, but grass distance and tree distance turned down, among other things.

realvr

I worked with Guy Godin in the past to try and make my mods work, but he couldn't spend a lot of time on it and he seemed to hit a limitation in the Oculus mobile SDK. Your best bet for wireless gameplay is Air Link

realvr

It should not make a difference whether the input comes from the mouse or the gamepad (at least it doesn't for me) provided the rotational speed isn't too high. Of course if you do very fast, twitchy motions with the mouse the VR runtime won't be able to compensate them

Anonymous

That new smooth rotation is awesome! Thank you so much!

Anonymous

when i turn with my head the turning is smooth, but when i turn with my controller its almost like the screen is juming while i get low frames, its hard to explain but im pretty sure you didnt desingn it that way, anyone else having the same problem?

Anonymous

So much cool updates! make me wonder what will be in the next!

Anonymous

I played with setting a bunch last night and found that the key seems to be finding a RealConfig.bat starting point that gives you at least 50 fps as reported by the in-game overlay fps counter (not the oculus debug overlay fps counter). Once you have that the 1.1.0 camera rotation compensation works as Luke reports. I had been playing at higher quality settings as I really like the better detail at distance, but I'll have to make some choices according to what is most important to me. Note for those testing: If you are like me and didn't see the benefit initially (ie: the compensation wasn't obvious if your fps has fallen below 50 fps). I found that I can best tell if the camera rotation compensation is active by focusing on a distant object like the top of a tree against the blue sky and rotating with the stick while simultaneously turning my head to keep it in center of view. If compensation is toggled off you will see the ghosting even if fps and everything is set up right - toggling compensation back on via the overlay the treetop shouldn't jitter at all. If your fps falls below 50 you will start seeing the treetop jump around a bit but it shouldn't ghost completely.

Anonymous

Will the new Steam FOV update help performance? If we turn down the FOV would improve the graphics?

The Merote

Is anyone getting an issue when turning with the right stick the camera goes all crooked and make you dizzy?

Samir

Just tried it out on a 3090 and after some tweaking on the Ultra preset it is now running smoother than ever!

Anonymous

Hey Luke. Is there a way to read the books in the stores? The View is out of sight. Thanks a lot!

realvr

Turning down the FOV would not magically change the graphics settings, so the quality would stay exactly the same, but yes, performance (fps) might improve. To see the change in fps, after you reduce the FOV from Steam, you might need to stop and restart the VR renderer from the mod overlay, or even to restart the game. I haven't tried it yet. If you get any results, could you report back so that it helps other users?

realvr

Sure, there's an easy trick. After the storekeeper has opened the catalogue, lean forward somewhat (with your real body, not the character's), then recenter by shaking your head. When you lean back again, the book will be at a proper distance from the eyes!

Anonymous

im sorry, does it work with empress crack?

realvr

We don't condone piracy around these parts. If you want to use illegal software instead of supporting the developers, you're on your own

Anonymous

Will you be able to add this type of smooth turning to gta5 mod? It's so good!

realvr

If there's enough interest, perhaps in the future I might work on a Patron-only improved version of my GTA V mod, backporting the new VR rendering engine, but other games have to come first!

Shawn Colton

My game just keeps loading and loading. Video drivers updated too.

Anonymous

I installed the game and the mod, ran the .bat file, and tried running the game. Every time I do, it gives me an error and tells me to reboot and restart. The window was called ERR_GFX_something. Verifying the files did nothing. Using the admin batch file and Vulcan info grabber didn't fix it either. I've also set the folder permissions. I'm currently reinstalling the game.

realvr

Hi! Although RDR2 is extra cautious, you don't really need to reboot when that error occurs (it only wastes time). Since you're reinstalling, first make sure that the game works correctly without the mod. What video card do you have, and how much VRAM?

Anonymous

Hi Luke, Since i installed the last version of the mod, my game is crashing before i can complete a mission, that's quite weird, I wonder why...

Solomon Ginsberg

Hey, could you let me know what main settings you use? TAA, FXAA, MSAA and resolution/supersampling would really save some time!