Version 1.1.0 EARLY ACCESS (Patreon)
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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