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Releases: Disonomouss/RDRVR

RDRVR 0.6.0

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@Disonomouss Disonomouss released this 08 Oct 20:35

RDRVR 0.6.0: a horse whistle, a weapon-wheel mode, the gun-butt melee fixed, a steady foregrip ring, and render resolution by headset.

The new features and fixes were tested in the developer's OpenXR simulator, not yet in a headset.

Render resolution by headset (the General tab, "Render resolution: headset" and "size", from the next start): choose your headset, then 100%, 150% or 200%
of its pixels. 14 headsets from the Valve Index to the Pimax Dream Air, by their screens' heights; for example a Quest 3
at 3926 x 2208, 4808 x 2704 or 5550 x 3122. Automatic takes the size your OpenXR runtime (SteamVR, Pimax Play, Virtual
Desktop...) asks for, for its lenses, at the same percentages; keep the runtime's own resolution setting at its default
(SteamVR's 100%), since it multiplies with the mod's. A size of your own can still be written in RDRVR.user.ini
([Render] RenderResolution, a height or WxH, 16:9; the menu shows it as Custom).

The foregrip ring holds still on the gun. It followed the game's arm sway, so the off hand could grab the air
beside the gun, worst on the Sawed-off, which now has a grip of its own.

The gun-butt melee hits (the Gestures tab, off by default). In 0.5.0 it needed 3 m/s at the moment of contact,
faster than people swing into a virtual target, so it hardly ever landed in a headset. A hit is now judged by the swing's fastest moment, from
1.8 m/s ("Hit speed" under it), and the log says why a swing missed.

New, off by default:

  • A whistle for your horse: your hand at your mouth and its trigger (the Gestures tab, "Whistle for the horse"). That
    trigger does nothing else while the hand is there; the gun hand whistles only with no gun in it.
  • The game's weapon wheel instead of the holsters (the Holsters tab, "The weapon wheel"): hold a grip to open the wheel
    in front of your hand, move the hand toward a weapon's picture, let go to take it into that hand.

Separate switches for the holsters, the dots at your hands and the guns' points (the foregrip ring, the loading
point, the action hints), the Holsters tab. An ini that set only ShowZones looks as before.

Other game builds: a game executable without the Steam version's start-up stage should no longer start flat (not
yet tried on such an executable: the path was forced on the Steam version): the mod notices and hooks at once, and
RDRVR.log says if its hooks came too late. The Steam version starts exactly as before.

The installer needs RedHook installed first (see the README). Report problems with RDRVR.log from the game folder.

RDRVR 0.5.0

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@Disonomouss Disonomouss released this 08 Oct 11:07

RDRVR 0.5.0: DLSS usable in the headset, and a dot reticle.

DLSS (the anti-aliasing choice in the General tab, from the next start) ran per eye since 0.2.0 but "lagged and
shook" in the headset. The cause was outside the picture: under DLSS the game moves its swapchain to a new GPU queue
after the mod has bound the OpenXR session to the old one, so the headset's runtime took each eye image before the mod
had drawn it, up to three frames old, at the current head pose. The eye images and the overlays are now written on the
session's queue, fenced after the game's frame. Confirmed in a Quest 3 over Virtual Desktop at Quality, 3926 x 2208.

Three defects in what the game feeds DLSS are corrected on the way: the jitter sequence was 8 samples long at every
quality (Quality needs 18, Ultra Performance 72); the jitter moved the image by two thirds of what DLSS was told
(output pixels, not render pixels); and after a hitch one eye's constants could be refused, which put both eyes on one
DLSS history for the rest of the session. [Render] DlssFullJitter and DlssJitterUnits (both on) switch the first
two.

With DLSS, Virtual Desktop's latency figure now counts the GPU's whole frame (it did not before), so it reads higher
than with FXAA for the same real latency. FXAA stays the default.

The reticle (the Hands tab, off by default) can be a ring or a dot ([Hands] ReticleStyle).

Also: "Eyes in the headset's shape" and "Render resolution" have been tried briefly in a Quest 3.

The installer needs RedHook installed first (see the README). Report problems with RDRVR.log from the game folder.

RDRVR 0.4.0

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@Disonomouss Disonomouss released this 08 Oct 02:05

RDRVR 0.4.0: native-stereo VR for the PC port of Red Dead Redemption.

Requires RedHook v0.8 (not included). Install it first and set [DirectXHook] Disabled=true in its RedHook.ini.

What's new

  • Render resolution (General tab, "Render resolution"; off by default; from the next start). The game now renders at your headset's height, whatever your monitor's resolution, without NVIDIA DSR or any driver setting. Until now the game's resolution list only held your monitor's modes. You can choose:

    • Automatic: the height your headset's runtime asked for in its last session (with Virtual Desktop, its quality preset), never below your own resolution; the first start with a runtime uses the game's own size;
    • a height named for the headsets (and Virtual Desktop quality levels) it fits, 1600 to 3264 tall, for example "2208 tall: Quest 3 (3926 x 2208)", "1600 tall: Valve Index", "2560 tall: Bigscreen Beyond", "2688 tall: Virtual Desktop High".

    In Windowed mode your window keeps its size, and the larger frame is scaled into it. The game's own Graphics menu shows the size, and graphicsOptions.xml keeps your own resolution, so the game starts as before with the option off or without the mod. With "Eyes in the headset's shape" on, each eye is now drawn up to this height (before, at most your game resolution's height), so the two together give the headset its full sharpness for fewer pixels. Larger costs more GPU time; a size too large for your graphics card's memory is greyed out.

  • Safer resolution changes in VR. Changing the resolution in the game's Graphics menu while in the headset used to leave the mod copying images of the old size. Now the mod switches to the flat game on the cinema screen, and its menu asks you to restart the game.

  • The HUD panel and the cinema screen are now filtered down to at most 2560 pixels wide, so a large frame doesn't shimmer on them. At 2560x1440 they're unchanged. This also applies with a 4K monitor or DSR: [XR] UiQuadMaxWidth=0 and CinemaMaxWidth=0 in RDRVR.ini bring back 0.3.0's full-size images.

This release was checked in a simulator (Windowed mode); it has not been tried in a headset yet. 0.3.0's changes are in it too (other game builds, the menu, the options off by default).

Install

  1. Install RedHook into the game folder (see above).
  2. Download RDRVR-0.4.0.zip below, unzip it, and run Install.cmd. It finds the game through Steam, or asks for the folder. It replaces an earlier RDRVR install, and your settings in %LOCALAPPDATA%\RDRVR are kept.
  3. Start your headset's OpenXR runtime, then the game.

To uninstall, run RDRVR_Uninstall.cmd in the game folder.

Known issues

  • "Render resolution" has been tried in Windowed mode only (the game's Screen Type): use Windowed with it for now. In Fullscreen the game may undo a size smaller than your monitor's at the start.
  • Vaulting over a fence or a low wall has not been checked yet.
  • DLSS (in the anti-aliasing choice) is experimental and feels laggy in the headset; FXAA is the default.
  • Rarely, the game freezes or slows to a few frames a second (seen a few times in testing; the cause is not known yet). If it happens, please attach RDRVR.log to an issue.
  • Only a Quest 3 (Touch controllers) has been tested on real hardware.

See the README for the full feature list, controls and tips.

RDRVR is an unofficial fan project, not affiliated with Rockstar Games or Take-Two. The game sends its crash reports to Rockstar, including crashes that happen with the mod installed.

RDRVR 0.3.0

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@Disonomouss Disonomouss released this 07 Oct 22:38

RDRVR 0.3.0: native-stereo VR for the PC port of Red Dead Redemption.

Requires RedHook v0.8 (not included). Install it first and set [DirectXHook] Disabled=true in its RedHook.ini.

What's new

  • Other builds of the game. The mod was made on one build of RDR.exe, and 0.2.0 stood down on any other build. It now looks for the game code and data it uses by their bytes. If it finds and checks every one, it runs; if not, it stands down as before (the game plays flat). If 0.2.0 stood down for you, please try 0.3.0. It has not run on a real other build yet, so if it stands down or misbehaves, please attach RDRVR_build_report.txt (in the game folder) and RDRVR.log to an issue. RedHook, which runs the gameplay plugin, has to work on your build too.
  • The same gun in both hands: the second gun is no longer invisible.
  • One sidearm no longer shows at both hips.
  • The menu reworked: the tabs are two rows of buttons, and each tab's page scrolls with your gun hand's stick. Settings are grouped under headings, and a help line describes the row under the laser.
  • New options, all off by default (in the menu; not yet tried in a headset):
    • Eyes in the headset's shape (General tab, under the anti-aliasing, with FXAA only): each eye is rendered in your headset's own shape and size, with square pixels, instead of the game's 16:9 frame stretched over it. Fewer pixels are drawn for the same sharpness. Restart the game after turning it on.
    • Gun-butt melee (Gestures tab): swing the gun in your hand into someone to land the game's own melee blow where it meets them (knock-out damage, as a punch does).
    • Shoot past the arm block (Hands tab): fire from right behind cover, where the game's "gun against a wall" check refused the shot.
    • Jumping lowers the raised gun (Controls tab): with a gun raised the game takes no jump, so no vault or climb; this lowers the gun for the jump.
    • Long guns held by their aiming grip (Hands tab), in every pose, for when your hand sits a few centimetres up a long gun.

0.3.0's changes were checked in a simulator; they have not been tried in a headset yet.

Install

  1. Install RedHook into the game folder (see above).
  2. Download RDRVR-0.3.0.zip below, unzip it, and run Install.cmd. It finds the game through Steam, or asks for the folder. It replaces an earlier RDRVR install, and your settings in %LOCALAPPDATA%\RDRVR are kept.
  3. Start your headset's OpenXR runtime, then the game.

To uninstall, run RDRVR_Uninstall.cmd in the game folder.

Known issues

  • Vaulting over a fence or a low wall has not been checked yet.
  • DLSS (in the anti-aliasing choice) is experimental and feels laggy in the headset; FXAA is the default.
  • Rarely, the game freezes or slows to a few frames a second (seen a few times in testing; the cause is not known yet). If it happens, please attach RDRVR.log to an issue.
  • The guns shown at the holsters cost frame time by how many are shown; the long guns on the back (off by default) cost the most.
  • Only a Quest 3 (Touch controllers) has been tested on real hardware.

See the README for the full feature list, controls and tips.

RDRVR is an unofficial fan project, not affiliated with Rockstar Games or Take-Two. The game sends its crash reports to Rockstar, including crashes that happen with the mod installed.

RDRVR 0.2.0

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@Disonomouss Disonomouss released this 07 Oct 12:14

RDRVR 0.2.0: native-stereo VR for the PC port of Red Dead Redemption.

Requires RedHook v0.8 (not included). Install it first and set [DirectXHook] Disabled=true in its RedHook.ini.

What's new

  • Holsters fixed to your headset. They now follow your head's position: they stay with you as you step, crouch and lean, instead of swaying with John's animated body. They are set by your neck, not your view direction, so looking around doesn't move them. To go back to the old behaviour, choose "body" in the Holsters tab.
  • An optional reticle where the shot will land, taken from the game's own aim. It turns red over a target and only shows while a gun is raised. It is off by default: switch it on in the Hands tab.
  • DLSS (experimental): you can now choose it under anti-aliasing; it takes effect from the next start. It still feels laggy in the headset, so FXAA stays the default.
  • Unsupported game builds: if your RDR.exe is a different build, the mod still stands down (the game plays flat). It now also writes RDRVR_build_report.txt in the game folder, showing where that build keeps what the mod needs. Please attach it, with RDRVR.log, to an issue.

Install

  1. Install RedHook into the game folder (see above).
  2. Download RDRVR-0.2.0.zip below, unzip it, and run Install.cmd. It finds the game through Steam, or asks for the folder. It replaces an earlier RDRVR install, and your settings in %LOCALAPPDATA%\RDRVR are kept.
  3. Start your headset's OpenXR runtime, then the game.

To uninstall, run RDRVR_Uninstall.cmd in the game folder.

Known issues

  • Dual wielding two of the same gun from its own holster can leave the second gun invisible.
  • With only one sidearm, it can show at both hips.
  • Shooting from right behind cover does not always fire, and climbing over obstacles does not work yet.
  • Only a Quest 3 (Touch controllers) has been tested on real hardware.

See the README for the full feature list, controls and tips.

RDRVR is an unofficial fan project, not affiliated with Rockstar Games or Take-Two. The game sends its crash reports to Rockstar, including crashes that happen with the mod installed.

RDRVR 0.1.0

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@Disonomouss Disonomouss released this 07 Oct 08:19

The first public release of RDRVR: native-stereo VR for the PC port of Red Dead Redemption.

Requires RedHook v0.8 (not included). Install it first and set [DirectXHook] Disabled=true in its RedHook.ini.

Install

  1. Install RedHook into the game folder (see above).
  2. Download RDRVR-0.1.0.zip below, unzip it, and run Install.cmd. It finds the game through Steam, or asks for the folder.
  3. Start your headset's OpenXR runtime, then the game.

To uninstall, run RDRVR_Uninstall.cmd in the game folder.

Highlights

  • True stereo: the scene is drawn once per eye from your headset's view.
  • A first-person body with arms that follow your controllers.
  • Guns aimed down their own barrels, body holsters you grab, and reloading by hand. Every gun's action is worked by hand.
  • Dual wielding, and melee, lasso and throwing by swinging.
  • A wrist HUD and an in-headset settings menu: hold the menu button, hold Y while looking at your wrist, or press F7.

See the README for the full feature list, controls, tips and known issues.

Known issues

  • Dual wielding two of the same gun from its own holster can leave the second gun invisible.
  • DLSS is not available in VR yet; FXAA is used.
  • Only a Quest 3 (Touch controllers) has been tested on real hardware.

RDRVR is an unofficial fan project, not affiliated with Rockstar Games or Take-Two. The game sends its crash reports to Rockstar, including crashes that happen with the mod installed.