Home Artists Posts Import Register

Downloads

Content

Hey friends! As you probably all know, a week ago we got the final results from a poll to decide what I should be doing next. There was a hands-down winner, with an astounding 43% of the 219 people who voted: trying to fix the game's TAA implementation so that it would no longer shimmer when used with stereo rendering.

I have been working very hard on the problem, and although I've made some progress, I'm still nowhere ready for release. I believe I have identified all the buffers involved, but there are still lots of corner cases to deal with, and complex issues like the way the game renders fur and hair. I'll give the problem a few more weeks, and I'm hoping for a breakthrough, but since TAA turned out to be a much tougher beast than I thought, I decided to bring forward the second most voted item (24%) from the poll, i.e., head-oriented locomotion: automatically rotating your character's body as you look around, so that the need for mouse/stick turning is kept to a minimum.

I must say that I'm not entirely happy with the outcome, as I was instead in my GTA V mod, because of two game-specific issues. Forcing the character to turn when you look around in RDR2 leads to a jolt to the camera position, and it randomly causes TAA (again!) to freak out and deactivate for a frame, with a visible burst of speckles.

Due to those issues, I've decided to make the character turn in discrete amounts (as opposed to continuously), to minimize the visual disturbance. You can adjust both the angle and the interval of these discrete updates from the mod overlay. Since the implementation is not as high-quality as I wished, I'm calling it experimental and leaving it off by default. To turn it on and experiment with it, navigate to the "Auto heading control" section in the "R.E.A.L. VR" tab of the overlay and check the enable box.

I welcome your thoughts on the implementation: do you like it? Do you find it a good enough alternative to smooth turning despite the shortcomings? Any ideas that might make it better? Have fun!

CHANGELOG

v1.2.0:

  • experimental automatic heading control for first person on foot, a.k.a. head-oriented locomotion (opt-in)

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

Cercata

So you still think it's posible to remove the shimmer ? Awesome without source code !!!! Good luck with those buffers !!!!

Anonymous

Good morning Luke! I have installed the new build, it does help and it's seems to provide a smoother rotation, so far have notice a change in luminosity and anti-aliasing when the camera is repositionning. It's easier to notice outside. Hope this helps and my explanation was clear! :)

Anonymous

Do you think the soon to be added DLSS support will be compatible with this mod? Could be game changing on a performance level

realvr

I have no way of knowing at the moment. I sure hope that it will be compatible, or that the mod can be fixed relatively easily to take DLSS into account!

realvr

That's correct, at times when the character is rotated it's like the game reinitialized TAA. It seems to happen totally at random, at least on my system

Scott Carson

Luke! Dude - this is so great. I really enjoy VR standing and not that you have put in head movement I can do it. It is SO immersive this way. Thanks so much for working so hard on this - love supporting all your efforts. I did notice that if you lead your horse that the controls become odd. I only did it once, but my left stick seemed to become both direction and head movement. Do you experience this? Also - I like it with a very quick update and low turn to be as close to actual movement as possible, and I just live with the artifacting. However, I did experience an odd moment when I was fighting my way out of Valentine with Dutch and John just after the encounter at the saloon. The camera jumped 10-20 degrees to the left then back to the right in rapid succesion. I reset everything and then it was fine for that moment, then after I made it through I set both the sliders back all the way to the left. Not sure if it was just a random moment. or if it's something tied to dead-eye. Once again - awesome work!

realvr

Thank you Scott! Dead eye seems to work correctly for me, but at the moment I don't have a way to check if the player is leading a horse. I might be able to fix it later on, but for now if the automatic heading control does weird things you can quickly disable it just by going to third person (it's much quicker than calling up the overlay and navigating it). When you're finished with the problematic task, like leading your horse, you can toggle back to 1st person.

MonkeySpaceWalk

I'm sure this has been answered a zillion times, so sorry in advance: How do I change the resolution without the game kicking me out of vr and displaying as flat?

Anonymous

Edit system.xml in Documents\Rockstar Games\Red Dead Redemption 2\Settings Look for screenWidthWindowed value="1080" and the Height one just below that and change them to the desired resolution, making sure that both values are the same.

Anonymous

I fired it up to check it out - definitely like having VR turning better than joystick turning, thanks. Crossing fingers that you are able to solve the myriad issues with TAA and that once done it also helps with the turning brightness/sparkle issues. Good luck!

Brandon(Post Maester)

I really appreciate your dedication sir! I hope you get all the support you need to do this full time, you are a bright spot in the vr community for sure.

The Merote

It's causing bad motion sickness for me and I have super VR legs, I've gone back to Version 1.0.3, I prefer this update, yes its blurry when you move the right thumb stick but the last 2 update I just can't play it with this turning especially indoors.

Cercata

I wish the Housers tryed this ... I think their dream is make a VR game but they don't know yet. There are so many situations when you say, hey, they were thinking in a VR game, for example in the mission where you drive the train. When I played it on flat, I wanted that to finish ASAP, but in VR when they changed to scenic view and removed the control from me, I was sad

realvr

That's so true! Luckily you can also rob a train and take control of it while free-roaming (it's gonna cost you some honor and probably a bounty, but it's worth it!)

Anonymous

I just joined the Patreon and just wanted to thank you for all the work you do. I've probably spent 20-30 hrs in GTA VR and was a bit hesitant to pay all of $10 to join to have access to RDR2 VR. The ability to experience that world in VR is amazing. I look forward to a future where developers consider this as a native feature in their games alongside the pancake version.

Anonymous

Just wondering if it's possible to use NVIDIA Freestyle to sharpen taa. I tried running this and it shows up in the desktop view but not in VR? Thanks.

Anonymous

freestyle doesnt work in VR

Anonymous

is there anyway to play vanilla without deleting my whole mod, i want to play normal with high graphics for a bit but i dont want to reinstall and delete between each time?

Anonymous

After dozens of hours in the game, I'm still having the same issue I originally reported: When I have the bow out, or the binocular out, or I'm swimming, and I'm moving forward (so I'm only pressing the left stick forward, I'm not touching anything else, like the left trigger, etc), after a while a sudden random rotation is induced (sometimes a full 180 degrees, or even 360 degrees), the character is actually turning really quickly. But if I move forward slowly, that random rotation is also slow. It's almost as if in some situation (with the bow or binocular or swimming), the forward motion vector gets suddenly interpreted as a rotation. This doesn't happen *at all* when I'm holding a gun/rifle or my hands are empty. I confirm this can happen anywhere in the world (like, no NPCs are present, it's not the game taking control of the camera to show something... it's a problem with the movement vector). This isn't related with the latest features, it was present even in V1.0.0 for me. Is anyone else experiencing this? This makes hunting with a bow really annoying (and nauseating), as I have to constantly stop moving and rotate my character back to where it was facing (every few seconds). The only work around is that I only pull the bow when I'm at the point I want to take a shot (so I no longer need to move).

realvr

Sure! The mod doesn't overwrite anything. You can restore the original settings from system_ori.xml in Documents\Rockstar Games\Red Dead Redemption 2\Settings, and then just delete or rename the RealVR64.json file to keep the mod from attaching

Anonymous

I'm using the new Vive Pro 2 and experiencing what seems like judder when I turn my head. I used a Reverb G2 earlier and it didn't have this issue. On the VP2, even if I bump the settings pretty low, I still get this frame doubling or judder with head rotations. For reference, I'm on an i7 6700k w a 3080 and 16GB RAM.

realvr

Unfortunately the Vive Pro 2 driver does not support independent eye poses correctly. There is a workaround, but you will have a suboptimal experience. Hand-edit the RealVR.ini file with Notepad, and in the [RVR] section add the line "ForceMatchedEyePoses=1" (without the quotes). This should allow you to use Stereo mode without the jitter in one eye, but the results won't be as good as with other headsets that support independent eye poses properly. You might also try to contact HTC support and ask them if they can fix their SteamVR driver so that it allows applications to specify different poses when submitting the two eye textures. Unfortunately I cannot fix that on my side, as they are not implementing the OpenVR API correctly. It's a long shot (usually corporations are impenetrable to this kind of request) but it can't hurt to try!

Jace -?-

Since I downloaded this, I've been having a problem. I'm playing on the Quest 2 via Virtual Desktop. When I'm playing red dead with this mod every time I turn my head I experience judder.

Cercata

Luke told that if Godin doesn't implement something (separate poses?) on Virtual Desktop, he can't do anything about it ... so at the moment Link and Air Link are the options

Solomon Ginsberg

Any chance of implementing a camera stabilizing function for scoped rifles and binoculars? Unless theres an in-game setting I’ve overlooked of course? Have messed around with mouse and controller sensitivities but dont see much difference when aiming down sights or using the binoculars.

Cercata

Yes, that was the main problem for me. I have the feeling than with the "Carcano Rifle" is there less jitter than with binoculars and the rolling stock rifle, but still quite difficult to use, I only use scoped rifles when the mission forces you, or for the required challenge. Analyzing animals with the binoculars is quite random too, just press the button to see if it was aligned.

Solomon Ginsberg

Point taken, its a shame but not game-breaking. The cinema WW didnt use sniper rifles anyway. Add a W and a II or more in the title and we’re in real trouble without stabilization… A long shot, no pun intended, would be to ”trick” (my word for coding) the scoped view into thinking the target is much closer than it really is. Probably nothing you can do without access to the code.

Anonymous

I was just curious, will you also try to make the TAA appear less blurry? I'm using very high and with TAA everything looks very blurry. I turned it off but that makes everything look pixelated. There doesn't seem to be a solution to get a clear image. I have a 5900x and 3080.

realvr

TAA inherently blurs the image a bit, that's just the way it works. It blends two slightly offset images together, so some sharpness is always lost. However, with a 3080 you can certainly try the Ultra preset. If the frame rate doesn't satisfy you, you can copy the frame scaling value from Ultra to the other presets, so you will have maximum clarity at the expense of some graphical quality.

Brandon(Post Maester)

I just render in mono so I can play with beautiful graphics and still get smooth performance. I don't find stereo to be worth the degrade in visuals.

Anonymous

How do I make things less blurry from a distance? I hate that it looks good up close but super blurry any further.

WIG

You can edit the XML file and change resolution higher, you can also change res scale in game in advanced settings. If you edit XML file (in settings folder) it needs to be a square number.... Default is 1080 X 1080 so you can do 1440 X 1440 or 2160 X 2160 ... This WILL hit your performance though so find a balance through testing. Also once you change values in the file you need to re run the batch file and choose the edited file L, M,H ect . Hope this helps. If you need any more info or get stuck let me know. If you mess up you can just reinstall mod Also try turning off AA

Anonymous

How do you change the render from stereo? When I bring up the overlay, it doesn't allow me to change the setting.

Anonymous

Thanks for adding the head/body decoupling. It’s a good start. And while I hear your frustrations with the graphical issues that occur when manually turning, implementing auto movement when the turn is more than 90 degrees completely defeats the purpose of the feature. Which is to prevent motion sickness triggered by movement not caused by the actual body. Is there a way I can disable this auto movement in the overlay? Please let me know. Thanks.

realvr

I'm not sure that I understand your point. What do you mean by "implementing auto movement when the turn is more than 90 degrees"?

Anonymous

I’m sorry. Maybe I’m mistaken, or just don’t understand what I’m seeing exactly. But when I have decoupling activated, I can turn my physical body direction and my virtual body will do the same. But if I turn more than a certain amount, my view in the headset will quickly snap around without my physical body. Does that make sense?

realvr

That should never happen when the character is free to move (on foot) and not aiming. Perhaps you could experiment with reducing the time and/or angle between updates?

Anonymous

Oh. Do you mean those two settings in the overlay?

Anonymous

Is it possible to get the movement like the GTA mod if I’m on foot and not aiming? Or is it always like it is when on horseback?

Anonymous

I have ran alot of tests and I would like to share! I find far away objects are clarified by scaling+medium TAA. For this reason, I would favor this setting ABOVE ALL ELSE. IMO the only reason to play this in VR is the long distance views and overall immersion caused by such scenery. I have a 2080 ti, Rift S, and after alot of trials I have found, for my own personal preference: Batchfile: M. scaling at 2.5, (5o2) TAA to medium(slider to the left) Game is stable and looks incredible close up and at distance. The "ghosting" that occurs is super tolerable, no need to change resolution. Hope this helps! (Edit: now I play on "L" with scaling at 2.5, and textures on High after version 1.3.) Also Strawberry is where the largest GPU load is believe it or not so if it runs smooth there it should be smooth everywhere

realvr

Please use the "Reply to comment" button and do not create a separate thread for every comment you write. I get the feeling that you didn't read my post above carefully. This update does exactly what you're asking, but since it's an experimental feature you will need to activate it from the overlay.

Mi Cat

I launched the game from steam, and it poped up a window says the game does not support VR. And then everything seemed to work fine, except that it did not enter VR mode.

Anonymous

Did you uncheck the "Use Desktop Theatre while SteamVR is active" box in RDR2's Steam properties?