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Update Oct 10: Release 10.4.1 fixes several of the remaining problems. See the Known issues section for details :-)

Hi guys!

As I feared, adapting the R.E.A.L. mod to the new Cyberpunk 2077 2.0 update (which in the meantime was again tweaked with patch 2.01) was quite a hard task. Or to be more precise, it is a hard task, because the battle is not fully won yet.

I know that you're all impatient to play the game in VR, so I'm giving you a work-in-progress release that restores most of the functionality my mod used to have before the mega update. You can find it attached at the end of this post (v10.4.1).

Remember to always run RealConfig each time you install a new version of the R.E.A.L. mod, otherwise the game will keep using the previous version you had running.

If you haven't played the main game in VR already, or need some extra information, here's a post where you can find a gameplay video and an index of CP2077-releated resources that have been published on this Patreon since I first released my mod for the game so long ago, in February 2022!

Known issues

As mentioned, this release is a work in progress. I will keep hammering on it during the next few days/weeks until it offers the same functionality as was previously available with CP2077 v1.63. Well, hopefully. Modding is an everlasting exercise in optimism []-D

For me at least, the gameplay experience is already quite good. Combat works properly (even the new vehicle combat mode) and the mod, albeit by no means perfect, should allow you to enjoy CP2077 and its new Phantom Liberty DLC the way they were meant to be played... which is in VR of course!

You will notice there are still quite a few issues to be sorted out. Despite that, I decided to release as soon as I had a version that (at least for me) would work without major showstoppers. I will do my best to fix the remaining problems too, but I wanted you to have something in the meantime. The following list will be updated as news bugs are found or known ones get fixed. We'll try to collect as much information as possible as unexpected issues crop up, and to that purpose please remember to upload your RealVR64.log somewhere if you encounter any problem which is not already listed here.

  • 1. [Fixed in v10.4.1]
  • 2. The character creation menu and the world map will no longer show in full 3D but will be limited to a 2D virtual screen like other menus. This shouldn't be much of a problem, as most people preferred using the traditional 2D version anyway.
  • 3. During first person vehicle combat, the crosshair will correctly follow your gaze (and the bullets will land in the expected place), but the gun will only move a few inches, more of a hint at the aiming direction than anything else. I'll try to fix this too of course, but it's only a visual problem and gameplay should not be affected.
  • 4. [Fixed in v10.4.1]
  • 5. Crashes and odd problems like a duplication of the HUD have been reported during testing. I don't have them on my system, but if I ever manage to repro I will take a stab at fixing them.

By the way: MAJOR kudos to Brandon (the Post Maester) for his constant help and dedication!!! Without him I would just be rolling in a ball on the floor and mumbling to myself in a padded room.

Fixed

  • [Fixed in v10.4.1] Most of the time, description markers over NPC's heads (like the threat level) won't appear at all or will be incomplete. This was a very difficult problem for me to solve in older versions of the game too, and now that they've gone and changed everything around I'm basically back to square one.
  • [Fixed in v10.4.1] Some textual information that the game gives during normal play (for instance tutorial messages) may appear at the periphery of your field of view, or even be completely hidden. If you need to read what the messages say, you can temporarily switch to "Virtual 2D screen" mode from the CP2077 tab of the mod overlay. This is an important issue that I will try to sort out ASAP, as it hinders gameplay.
  • Release 10.4.1 makes Holocalls work properly again (the camera will zoom in on your interlocutor's face instead of staying far away as it did in 10.4.0). Thanks to Dr Greg for reporting the issue!
  • The camera should now be properly aligned with your character in all situations, which means that the world will no longer appear to swim slightly as you turn your head left and right as could happen in 10.4.0.

THANK YOU for your patience and unfailing support! Hope you have loads of fun with the DLC in VR []-D

Comments

Anonymous

I had been playing with the mod and had been able to play up to 5 hours at a time with very little issue until today. I'm on the mission Disasterpiece and at the Death's Head studio building. I'm only able to play for a few minutes before it completely crashes and I generally have to force SteamVR to shut down to close out of the game and then try again. Just to make sure, I loaded and earlier save, played for some time back up to the same point, then it crashed again, as I took out a weapon to attack. From looking at the RealVR64.log, it looks like at a certain point, "Depth buffer SRV cache is full" started coming up, then eventually it started discarding frames before then the game and my image froze. https://pastebin.com/xufnJkxc

Brandon(Post Maester)

Try turning off DLSS and it should stop. You could also try switching to no dominant eye in the real overlay but I haven't tested that yet. The newest version of DLSS may not have the same issue but I haven't had enough time to test thoroughly.

Anonymous

Doing some additional testing tonight. Just wanted to make sure the save I had was still encountering the same issue. I did turn off DLSS and finished Disasterpiece. After that, turned DLSS back on and set it to performance instead of quality. Played for quite a while, then decided to turn DLSS back to quality mode. Played for some time, then randomly crashed, after I had finished combat at a random gig. Going to do further testing later today after work with clearing the cache and trying to continue using DLSS with quality mode. I'm going to try to do better about tracking my GPU usage while playing and see what I'm at. Link below for the save in Disasterpiece. I was able to consistently freeze after starting combat with the enemies on either side of V. https://drive.google.com/file/d/1MdrR3L8eVawwsKtS_NRLubhbIPJFaDiq/view?usp=sharing

reanor

Enabling DLSS with your VR mod creates visual artifacts. Is that a known issue? I tried 1/2, 1/3, Legacy. Neither of the modes are good with DLSS enabled. I've ended up playing on MONO, and have no problems at all, but I still don't use DLSS, as soon as it's enabled on any mode, the graphics are worse while latency still sits at 72FPS. I guess the VR doesn't benefit from DLSS at all.

Brandon(Post Maester)

Depends on the game, in CP, I find that DLSS taa doesn't have as much shimmering or the extra outlines of things so it is definitely good in that way. It can be more blurry but you can use DLSS sharpening or some extra sharpening from Reshade to counter that. What do you mean by visual artifacts? What do you mean by visual artifacts?

Anonymous

The implementation of mono mode in virtual reality games is an often-underestimated feature. While it doesn't offer the fully immersive experience that stereoscopic mode does, mono mode still provides a tangible sense of 'being there' in the game world. I'm not entirely sure how challenging it is to add this feature from a technical standpoint, but it would be great to see it in more titles moving forward. In particular, I believe that even a highly anticipated game like Starfield could benefit significantly from including a mono mode option. It would be an excellent way to introduce an additional layer of immersion for players, serving as an interim step until more complete stereoscopic experiences are available.

Brandon(Post Maester)

Glad people are still diggin Mono mode :) I don't think including some kind of Mono mode on release for AAA game studios would be a good idea in the end though. If they are going to do the extra work of doing some kind of VR mode might as well do it decently. I think just getting studios over the idea of having to include things like motion controls and the extras of VR would be a bigger win. If they would just do something simpler like implement native VR camera and just use gamepad that would be a huge step forward for VR. I think people would just ultimately complain if they threw in a Mono mode upon release.