Metro 2033 Redux VR v0.1.0-test.4 — performance preview
Pre-releaseThis test release integrates the performance work from community contributor @dubrovskiy-yevhen-stakelogic in pull request #2, with additional regression fixes based on controlled headset testing.
What changed
- Significantly reduced CPU and GPU frame time in the tested scene.
- Added safe stereo batching/folding, shader and hot-path caching, and removed several synchronous GPU readbacks.
- Retained the VR-safe CPU screen-occlusion bypass after the original PR behavior caused repeatable world-object pop-in.
- Disabled broad depth/G-buffer folding by default after extended testing exposed right-eye-only surface flicker. Safe performance paths remain enabled.
- Includes corrections for floor/bloom reflections, lamp flares, light-culling coverage, and the chapter-select television picture.
- Fixed the opening weapon-customization vendor leaving the VR camera in its vendor-owned state. Head and thumbstick turning now return normally, while selecting either equipped weapon still uses Metro's intended close-up view.
- Fixed the loading screen disappearing in cinema mode when monitor-independent high-resolution rendering is active.
- Clarified in the Advanced VR menu that weapon offsets are saved per gun.
- Removed development-only performance diagnostics; the concise compatibility report remains available for support.
Local performance comparison
Using the same save and location at Medium quality on a Quest 3 through Virtual Desktop, SteamVR at 72 Hz and 2880x3060 per eye, with an RTX 5070 Ti and Ryzen 7 7800X3D:
- Public Test 3: 50.4 effective FPS, no pop-in.
- Exact original PR2 build: 65.8 effective FPS, but repeatable object pop-in.
- Final built-in culling policy: 64.04 average / 71 median FPS, with no pop-in observed in the regression location.
- A later 4.5-minute multi-level validation averaged 67.70 FPS and showed neither right-eye flicker nor renewed pop-in.
These results describe one system and are not a guarantee of the same improvement on every headset, GPU, level, or runtime.
Compatibility
- Steam version only. The Epic Games Store executable is rejected by the installer because it is not currently compatible.
- The final build was validated on NVIDIA with Quest 3, Virtual Desktop, and SteamVR.
- AMD GPUs, additional headsets, Steam Link, wired configurations, and more levels still need broader community coverage.
- This remains a test release; keep Test 3 available as a rollback.
Installation
- Download
Metro2033ReduxVR-v0.1.0-test.4.zip. - Extract it, run
Install.cmd, and select the Steam Metro 2033 Redux folder containingmetro.exe. - Start SteamVR before launching Metro.
ZIP SHA-256: 07035CE9741165582505548B071431C479058E36DAC02056CA185B8A7488530E
The installer configures Medium quality, Very High tessellation, VSync off, SSAA off, and 16x texture filtering. Headset render resolution and the mod's VR resolution scale remain separate controls.
Reporting problems
Please include GPU and driver, CPU, headset and connection/runtime, SteamVR refresh rate and per-eye resolution, mod resolution scale, level/save location, exact reproduction steps, and vr_compatibility_log.txt. Include fpsVR or equivalent frame-time information for performance reports.
Known deferred limitations include collision-aware roomscale body following, the shooting-range-only aim offset, an isolated decal-flicker location, and bottom-of-view disappearance for some sewer water. Physical HMD translation currently moves the rendered viewpoint but not Metro's collision capsule.
Thanks to everyone testing, and especially to the PR author for the substantial performance work.