It's called Early Access for a reason
You could also think of it as a "patch-as-you-go" service ;-)
I have two new releases out: v2606.14.1 for the public version (download link is here) and v2606.14.2 for the Early Access (download link is here).
As promised, I updated support to FF7RB https://store.steampowered.com/app/2909400/FINAL_FANTASY_VII_REBIRTH/ in the public version too, since the recent official patch appears to be stable.
INDY https://store.steampowered.com/app/2677660/Indiana_Jones_and_the_Great_Circle/ was also broken in VR due to the latest official update, so I fixed it in both the public and EA versions. It took me a little longer than I expected, but everything's good now.
I also revised DS2OTB https://store.steampowered.com/app/3280350/DEATH_STRANDING_2_ON_THE_BEACH/ which had one minor defect after the official update to patch 1.9.
For CD https://store.steampowered.com/app/3321460/Crimson_Desert/ instead you can just update the game to the latest 1.11.00 official patch without worries, as it didn't seem to mess anything up in VR.
But speaking of messing up, and the reason why it's called Early Access, I recently found out that there was a big problem with my gaze-based aiming implementation in BOND https://store.steampowered.com/app/3768760/007_First_Light/
The aiming camera would often headlock, making weapon-based combat and shooting in general really frustrating. How did I miss this? Well, it turns out that the bug didn't manifest on my system because of a hardware problem.
The game caches the camera orientation when there is no input coming from the mouse or gamepad, so with my previous release if you pressed the left trigger to switch to aiming mode in VR, the view would remain headlocked until you moved your right thumbstick at least a little bit.
Many players use the right stick all the time to turn around, even in VR and during combat, so they might not even have noticed the issue. But for me, the issue didn't trigger (nice pun huh? I've been waiting to use this one) because during the years my Xbox gamepad has developed a little joystick drift. That means it is continually giving a small amount of input to the game, as though I were moving the right stick just a tiny bit, and that's enough for the game to stop caching the camera and begin executing the code that makes it turn around.
The engine's caching mechanism is really convoluted, and after spending many hours uselessly trying to suppress or bypass it, I was still unable to find a perfect solution. So the new v2606.14.2 EA release has a workaround: when you start pressing the left trigger on your gamepad, it will automatically synthesize a fake movement of the right stick and inject it into the game, which is enough to get the camera unstuck.
Unfortunately the trick is viable only with a gamepad: if you're playing with a mouse you'll need to move it a little bit yourself when you press the right button to enter aiming mode, in order to keep the camera from getting headlocked. But as you know, you're supposed to use a gamepad anyway to play in VR with my framework.
One of you also had me notice that my proposed left trigger + left thumbstick gesture on the gamepad to toggle the "UI on HUD" mode was not a great choice, because it activates focus mode (bullet time) and uselessly drains your focus meter, so I changed it to left shoulder button + left thumbstick.
And finally, since there is a section in the game where you're supposed to zoom in using a telescope, and zooming is normally disabled in VR, I added the "Allow FOV change past this zoom level" slider to the BOND overlay tab, with a default threshold of 7. The default value should be fine for all circumstances, but if you find that the world often becomes zoomed in and warped during normal gameplay (for instance when you inspect an object) move the slider further to the right. If instead you like allowing the camera to zoom in all the time as is the case when playing flat, drag the slider towards 1.
Thank you for your patience, and for always being constructive and helpful with your defect reports!!
Comments (85)
Death Stranding 2 looks incredibly good (Quality DLSS setting, which I think looks better than AA upsampling only mode) and performs extremely well (60 fps average with AER v2). Luke Ross's visual FOV optimizations and DLSS work are exceptional! Too bad Sony plans to stop releasing to PC its exclusive games like this in the future. No issues so far (part way through Australia), using Pimax Super microOLED, normal FOV, Pimax OpenXR (not Sboys3's driver - so Oculus work-around), 5090/9950X3D/96 GB.
After reading some comments about pimax headsets (dream air) it sounds like you need a small degree in vr to get it all running - coming from quest 3 where pretty much all works out of the box it sounds like an daunting task - am i right? I know its worth it but is it really a one off set up and all works or is it game by game set up and taked real skill? A step by step guide what to do would be perfect for first tine users ..
I played with it for the day and got most everything running. If you have a 5090 it would be hard to go back to a quest after seeing the visuals. My experience has been better than expected so far. Tried at least 4 LR games, 4 UEVR and a couple RE games. Biggest hiccup I’ve had is trying to get the menus to work on REFramework. Can’t seem to get the standing height in RE4 correct while playing seated. But I feel like all this is expected when doing flat to VR. But in general the SLAM version is pretty good to pick up and play, never trialed lighthouse so I have no idea if they’re annoying to set up. I’d buy this headset again. Just be prepared to spend a day getting acquainted with the headset, but it’s been fun.
The "back"+"start" button combination no longer activates Death Stranding 2 REAL menu with my Xbox controller. The keyboard controls work, however (inconvenient to use). VR display looks good so far - just started game. Even when the REAL menu is present, the controller interacts with the game rather than the REAL menu. Any suggestions? By the way, I finished The Great Circle and The Order of Giants DLC with my microOLED headset using standard Pimax driver and Luke's Oculus work-around. The visuals were incredible, and the game's performance was consistently 45-60 fps with DLAA setting. I experienced several more freezes, but I could work around this issue.
Try enabling or disabling Steam Input to see if that helps with the overlay issue.
Brandon, Kyle - could we reconvene with your helping me install this on my p.c. [?] Would you message me on Discord when you have a free minite? After the 4th is fine
Yeah, sorry. Been busy with lots of family stuff :( I am actually headed over to my usual 4th visit to Westport tomorrow. I am not at all looking forward to it this year, unfortunately. I can hook up with you on Discord while I am over there :) I will let you know when I get settled in the next couple days.
Watch Dogs 2 doesn't seem to be working in VR. Anybody else tried it recently?
Are you using an AMD or Nvidia GPU? Can you put a copy of your RealVR64.log file on pastebin and post a link here?
Just noticed doom dark ages on steam has new achievements ready for dlc on 7th July, almost finished 100%ing oo7, it would make my summer for a Luke doom dlc update 😎😁
As far as I know, Watch Dogs 2 is broken on AMD graphics cards; is there any way that could be fixed? REAL VR fails to detect the games main rendering pipeline.
Can you put a copy of your RealVR64.log file on pastebin and post a link to it here?
Excuse me Luke, is it possible to add a UI toggle on/off for the games? Or alternatively, could you make it feasible to use the ReShade Shader Toggler addon (by otis), which easily hides annoying UI elements that break immersion in VR? Thanks.
Hi Luke, Hi Brandon. as always, thank you for your hard work that make me feel more alive than ever. I especially feel more alive than ever these days because I finally get the ultimate setup : 5090 + 9800x3d + dream air slam + sboys3 driver. However, I have an issue with the R.E.A.L mod as it stills tries to boot the pimax in oculus mod on startup on ne setup game. This trigger a crash to desktop because pimax stack is now directly using steam VR. Changing manually PreferredAPI2=2 in RealVR.ini make game run properly and benefit from the sboy3 driver power (I can now run CP2077 full 4k per eyes almost all ultra + RT enabled, this is absolutely insane). Can you handle this specific case for the pimax headset using sboys3 driver which will likely be a growing number of people usecase , so the mod toggle the value properly if pimax + direct steam VR is detected. This would improve "autosetup" of the mod for I guess not a so complex env vars check at startup. Thank you. Another thread I would like to adress, is that I find patreon an absolute garbage platform to navigate, find things, have some sort of help full FAQ from user comments and feedbacks, while at the same time your patreon account is full of insights and ressources in a terrible state mess. I would like to work on a website / app for you that exports all patreon content, process it with AI and build a proper organized FAQ from there, and why not much more in the future to handle this enthousiastic VR sub community. I however need your consent and likely more discussion to refine such a tool conditions (organisations / access model ...) Please let me know if my suggestions / inquiries makes sense and which one / both likely has chance to come to R.E.A.L.I.T.Y
Try running the game without Sboys3's driver and switching to OpenXR runtime in the REAL overlay. Or, you can go into the RealVR.ini file for the game and under the [RVR] section change the preffered API to 2. I believe it is 2 for OpenXR. Yeah, that is what I have in mine where I set it up. PreferredAPI2=2 Also make sure you have SteamVR set as OpenXR runtime.
I have a question for Luke: why does openxr mode not work with Pimaxopenxr, which was developed by mbucchia and adopted by Pimax. Luke himself had a Pimax headset. I wonder why the two do not work together. Supposedly, mbucchia asserts that his runtime was 100% openxr compliant (per openxr standards). So why do the eyes flash and jitter when using the modes together. All my other openxr games work.
There seems to be a 1 frame delay on their side. If you use 1/2 rendering mode, you will notice that it becomes almost stable. That is something they would have to fix on their end, I don't know why it is there. I can now use my Crystal light with OpenXR using SteamVR with Pimax EVO and Sboys3's software. I just don't have access to the distortion profile to edit it yet. But no frame delay at all.
Looks like further Pimax headset support is starting to roll out for Sboys3's Native SteamVR driver. Definitely worth keeping an eye on, even if you don't have a Dream Air. I am trying out beta support for my Crystal Light, which requires Pimax EVO (also new). You have to sign up for beta access to EVO if you wan't to try it. It actually has a 72hz refresh mode now too, which is awesome. Fantastic to see Pimax finally working hard on their software!! You will also need to have OpenXR selected as your runtime in the REAL overlay before launching Sboys3's software in Pimax EVO or games will just crash, because they are still trying to use Oculus runtime, at least that is what happened for me with the Crystal Light. Pimax EVO early access https://pimax.com/pages/pimax-evo#access Sboys3's Github https://github.com/sboys3/CustomHeadsetOpenVR/releases
How am i able to move the the real ovelay with the PS5 controller. I know it was easy before somehow,but i totally forgot how.
Hold square and use the left thumb stick.
Can anyone run Crimson Desert in VR after the latest updates? I just finally got som time and decided to try it out today... Launched the game in flat, installed the REALVR... now the game won´t even start... it never gets past loading. :(
The cutscenes currently have issues, they will display in 3d but you can't look around. Luke is working on fixing that. It should boot up and run in VR otherwise though. You may have frame gen on, that seems to be the number one cause of it not starting in VR properly for people. If you need to disable REAL to check, just rename dxgi.dll to dxgi_.dll Then rename back again after checking game settings to get VR back.
Hi, I’m a VR Friend member. When I run the RealConfig.bat directly inside the Atomic Heart game folder (where the .exe file is located), I get this error: “This folder doesn’t seem to belong to any of the supported games. Please make sure that the zip archive is extracted to the very same folder where the main game executable is found, and not for example into a subfolder.” Does anyone know what could be happening? Thanks in advance
What game? Make sure you don't run as admin, but just double click on the config file to run it. Also make sure you have dropped ALL the files from inside the REAL folder into the game folder where the games main .exe file is located. Sometimes they have multiple .exe files but the main one will have a larger file size.
Kingdom come just got a update does mod still work?
Yeah, seems to work fine when I ran it initially and no broken patches. I didn't spend much time playing though, so let us know if you find an issue.
crimson desert needs a fix , both loading and cutscenes turnd to 2d screen they used to work correct in vr before update
Yes, Luke mentioned he was working on it already. No ETA yet.
Has performance with Crimson Desert improved?
I don't think game performance itself has improved with the recent updates, no. Could be slightly better, could be slightly worse. It is hard to tell when testing really. I haven't noticed any major improvements though. Luke did make some great improvements to DL(S)SS for this game though, if you haven't checked it out since then.
FYI new DLSS 310.7 is out
Yeah, doesn't look like any major changes. Just dev tools and whatever "stability fixes" means in this case. Looks like a pretty minor update though.
I forgot and can't find it via the search here (which is a Patreon mess): What's the controller key binding to change to first person view in Uncharted 4?
I don't believe that one had a first-person option.
Hi, thanks for your mods! Since I'm new here, could you please post a link to the settings I need to configure to play Indiana Jones? Thanks
https://www.patreon.com/c/realvr/posts?filters%5Btag%5D=Indiana+Jones
Restore ASW enablement on Oculus in new frameworks exactly like the old ones. Cable connection now auto-blocks it with no notification (pre-Cyberpunk matter it prompted “keep ASW on?” and worked flawlessly). OpenXR produces layered/striped artifacts in cutscenes; Oculus had almost zero issues. Please bring back the choice notification
how is life with the Pimax headset Luke? I know you been the Q3 user for long time - you swapped over to Pimax as daily driver or still lots of things to iron out? is it really a big difference to the Quest ? worth the $$, efforts, set up etc? would love to hear your feedback - if its really worth it.
It is the first headset he has officially endorsed here, so I think that says a lot :)
Has anyone played Crimson Desert recently and experienced almost zero shimmering? I played last night and had to look hard to find it, it was looking absolutley amazing, Ill have to retrace my steps but lately I havent tinkered with graphics just mainly installing mods. I wander if some of these mods have helped hide it, its still there but you really have to look hard to see it.
Depends on a few factors, but Luke did a really good job of cleaning up this games DLSS implementation with DL(S)SS as much as he could. What mods are you using that you think may have helped? I know the one graphics mod I was going to mention now has to use Ray Reconstruction because they broke some of the changes it made in the latest update. I'm not aware of any others that actually do very much.
Hi Brandon, Mr. Ross First of all, I would like to sincerely thank you for your incredible work. What you have achieved with VR is simply unbelievable. Being able to experience games like Crimson Desert in VR with this level of immersion is something I could only dream of a few years ago. Thank you so much for making experiences like this possible. It is truly appreciated. I'm playing Crimson Desert with a Quest 3 and an RTX 4090, and I absolutely love it. After the latest game update, I noticed that the cutscenes are now displayed on a large flat 2D screen instead of stereoscopic 3D. In my opinion, this is actually a fantastic improvement. The image is perfectly clean, and the floating black bars and depth issues are gone. I really prefer it this way. I only have one small issue. The subtitles are displayed just below the 2D screen, so I constantly have to lower my head to read them. Would it be possible to adjust the cutscene screen position, move it slightly upward, reduce its size, or increase its distance from the viewer? Even a simple vertical offset or screen distance adjustment would solve the problem. Thank you again for your amazing work. Experiences like this are truly extraordinary and almost unimaginable. I wish you all the best and look forward to your future projects. Best regards.
The REAL VR Framework is honestly all Luke's work :) I also truly appreciate all the incredible hours of VR enjoyment it has brought me over the years. There is always the option of using the 2d screen in the REAL overlay, in the CD tab. That would display the cutscenes in 2d and should be easier to see everything. If you look at the original game post, there are a couple mods Luke recommends in there for the borders on cutscenes and the subtitles.
Dear Luke! You do a great job, I've been a patron for years. I have a problem. The mod is always made for the newest and therefore most expensive games. Crimson dessert 70€ 007 First light 70€, DEATH STRANDING 2 80€.... Sea of Thieves is a cooperative multiplayer game, unfortunately the developers there have modded the unreal engine so much that UEVR can't handle it. 2026 is 40€, and I think many people regret that it doesn't have a VR mod. Couldn't we have a vote on what the next mod should be? I understand that the newest ones are popular, but there are a few old games that we would like to play in VR and it won't cost billions.
anyone playing 007 that has setting changes they would recommend?
I haven't played much but I can say that turning volumetric fog down to low avoids the red dot issue if you are playing at 4000x4000 or more. Medium may have worked too, I don't remember for sure. Medium or Low.
Using v2606.14.2, I was able to play The Great Circle for about 1 1/2 hours before the freeze happened again (frozen controls/3D forward facing view/black side and back views - must force quit to stop). See https://drive.google.com/drive/folders/1X8K_Qzcpro4qc8HIgOrAe83KmzfSn6ND for a copy of RealVR64.log. I captured the .log file before I force quit the game, to help isolate the issue. Pimax microOLED Super/Windows 11 Pro/9950X3D/FE5090/96 GB. Game looks incredible and outstanding performance before the freeze.
Not sure but looks like there are some DLSS issues. They could just be a result of something else though. Did you make any DLSS changes? You could also try disabling DLSS to see if it still freezes or DL(S)SS. Although turning that off for 1 1/2 hours is quite a long time to test disabling something that makes the game look much more stable.
Indiana Jones: is there a way to set the res higher ? i'm stuck at 4k and 40 in realvr setting. i would like a higher res with my dream air. btw the dominent eye setting is missing for this game.
You can try putting a custom resolution in the RealVR.ini file. There is ForcedRes under the [RVR] section. Sometimes that works.
in Death Stranding Realconfig keeps telling me that the game has never been launched before (false), and this happens with all the latest versions of REAL. Doom: The Dark Ages, on the other hand, crashes on launch, never saw it working.... This tool is really unreliable, even after being around for years now...
Nah, there are reasons. Are you playing them on game pass? It can be unreliable on different platforms, which is why there is a whole section in each game post about what platform it was tested to work on :) That unreliability would/could be due to the fact that different platforms handle game files differently. Game pass for example encrypts files sometimes which means that REAL can't access or see that they exist. Sometimes different platforms may name game folders or files differently. The framework is incredibly reliable with what it was tested to work on :) Very much can depend on the game version you are working with too, which is also noted in the game posts. That being said, I wouldn't say computers or computer software in general are all that reliable now days 😋 Let me know what platform you are trying them on. The DOOM games should work fine on Steam or Game Pass. You will need to enable Steam Input for the DOOM games and Indy these days for some reason. If you are not trying with the DC version of Death Stranding, that may be unreliable.
Anyone know why with 007 i get the game to launch fine and audio comes through but as soon as game starts my screen goes completely black on my BSB even though I can see the window on my monitor showing head tracking and game running fine.
Did you check the usual culprits, like Frame Gen being turned on? Try rebooting your system? SteamVR settings correct?
Heya Luke and Brandon. Been thinking about suggesting an idea to you guys for a couple of days, have you considered adding an optional/alternate mode with a fixed screen but using 3D? This would not be VR exactly, but a sweet alternative that could be less demanding performance-wise and add a decent deal of value to the framework. I'm sure you know but there are a couple of conversions scripts that adapt REALVR and others to work with 3D displays, I have not tried it but read that it works nicely. Might as well benefit with a direct implementation, if you think it's worth it, of course. I honestly believe an option for a stereoscopic 'cinema mode' with default or wide/ultra-wide resolutions would be a treat for 3D enjoyers; and more importantly, a feature that could make REAL much more accessible for folks with less than optimal hardware. I thought about it after using the awesome FOV optimizer feature, it would be basically that, but with the screen fixed. Hope you guys consider it!
restored support for CP2077?
No, pretty sure that ship has sailed. There are a couple different people working on VR support for it on Nexus. One has hand tracking, but they are still works in progress.
Another day another CD update lol
Yes, for the moment it's best not to update because cutscenes are no longer fully immersive (they're still 3D but you can't look around). Fix coming ASAP
Grazie Luke!
Has there been any talks about doing tainted grail: fall of avalon? It would be perfect for vr
I have thought about mentioning it, but haven't :) I don't know if that is really up Luke's alley but certainly mine 😂
If you don't even touch games of ever supporting cyberpunk iam out of this thing. 3rd person games are good, but not for VR.
If a third person game is good, it will be better in VR, just like any other game :) If you don't like 3rd person games in VR, then that is your personal preference. First person is not a priority for what game gets support though, the game itself is. Some game's you can use mods for first person as well. Supporting is always your call. There are multiple CP VR mods in the works right now, so keep an eye on those!
Would you be interested in cooperation with MrSurvivor's VR HUB - it's a great piece of software that greatly simplifies the process of adding VR support to video games. I think your VR framework and VR HUB are match made in heaven :)
Honestly, installing REAL is super easy. Most of the time you don't even have to worry about the game settings mostly. I'm very much for people understanding how the mods they install work personally. That way when something breaks, they might be able to fix it or know what went wrong. That is cool though.
Hey Brandon, what is your preferred way to share the real.log regarding weird crashes with 007?
Just put it on pastebin and link here.
Howdy, is Doom Dark Ages working for you guys? As soon as i start the game (Steam Version) i get the BugSplat error (Don't get to the menu etc), i have set the game to the recommended settings like described in the DOOMTDA post before install, all other games work fine too. I am on 5090 with Bigscreen Beyond 2
It’s working fine for me (but I have the Game Pass version)
Hey folks, looks like 007 has a new patch (1.0.5) is this safe to update regarding Luke's latest fixes?
Yes the latest R.E.A.L. VR release supports game update 1.0.5!
hi, i just received my pimax dream air to replace my Bigscreen Beyond 2. i have an issue the left and right eyes are not correctly aligned: they both show a different yaw angle. i never had any issue with the the other one. any idea ?
You need to use parallel projections with Pimax headsets
Question, I am new to VR and new to Patreon, If I join this Patreon will I get access to play First Light in VR? Is the VR mod ready to go after I join?
Yup, it is out and working for lots of people. No guarantees but you are always free to ask support questions here. Of course, quality of performance depends on what kind of system you have :) This one isn't as demanding as some other modern games though. I can pump resolution up pretty high on my 5090 system.
New update works a treat, combat now feels more fluid with tracking. Thnx again.
This is the way - THX
For the telescope zoom you can just select 2d mode in bond sub menu in realvr hud and it will zoom in normally.
Thanks Luke the Goat 🐐
Hey Luke, out of curiosity, how hard would it be to integrate dynamic foveated rendering into the AER rendering pipeline? Or does the way AER integrates with the game’s render pipeline make that impractical?
He looked into it a while back but it wouldn't work for many headsets and it would most likely only give a small performance boost with a great deal of work to implement. Have you tried the new fov sliders? They also increase visual quality but just don't render anything on the outsides.
Thanks Luke, you da man!
Many thanks, am really enjoying bond, aiming did feel a little off however, will try out update and let you know.
Thanks as always Luke
