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ff7vr v1.4

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@github-actions github-actions released this 11 Oct 21:53

VR mod for FINAL FANTASY VII REMAKE INTERGRAD: each eye rendered at your headset's resolution, first person while exploring, third person in battles, HUD on a floating panel, foveated rendering, optional DLSS. Works with any PC VR headset that has an OpenXR runtime (Virtual Desktop, SteamVR, Meta Quest Link, ...). Tried on Quest 3 and Pico 4 Ultra.

Setup

You need: the game on Steam (current version), a PC VR headset with its PC app installed, Windows 10 or 11.

Option 1: launcher (easiest - Steam only!)

  1. Download ff7vr-20261011-0f06e31.zip and unzip it anywhere (your Desktop is fine).
  2. Start your headset's PC app (for example Virtual Desktop Streamer or SteamVR) and connect the headset. Steam must be running (not steam VR, just actual steam).
  3. Double-click start-vr.cmd in the unzipped folder. It starts the game in VR and puts everything back when you quit. Leave its window open while you play.

Option 2: without the launcher (files in the game folder)

  1. Download ff7vr-20261011-0f06e31-dropin.zip.
  2. In Steam, right-click the game, then Manage, then Browse local files. Open End, then Binaries, then Win64 (the folder with ff7remake_.exe). If not steam find the same folder just for that store.
  3. Unzip the files into that folder.
  4. Start the game from your launcher as usual (or with ff7vr-start.cmd in that folder). To remove the mod, delete the files you added.

DLSS version (NVIDIA RTX cards only, experimental)

Use the -dlss zips instead of the ones above (ff7vr-20261011-0f06e31-dlss.zip with the launcher, ff7vr-20261011-0f06e31-dlss-dropin.zip without). They need one extra file that I'm not allowed to include: NVIDIA's nvngx_dlss.dll.

  1. Open https://github.com/NVIDIA/DLSS/tree/main/lib/Windows_x86_64/rel, click nvngx_dlss.dll, then "Download raw file".
  2. Put it in the game's End\Binaries\Win64 folder, next to ff7remake_.exe. If you already use Luma or another DLSS mod, it is probably there already.

Without that file the mod runs without DLSS.

In the game

Home (or both stick clicks, L3+R3) switches between first and third person. End recenters the view. Insert turns 3D off and on. Delete (or View/Back + Y, touch pad + triangle on a PlayStation pad) opens the settings panel. Settings are in ff7vr.ini in the folder you unzipped; every setting has a comment. Known problems and more details: README and GUIDE.

What's new in v1.4

Settings panel, reworked. Seven tabs (Picture, Comfort, View, HUD, Performance, Controls, Advanced) covering every setting in ff7vr.ini. Settings that apply at once do; the rest are marked "takes effect at the next start" and saved for it, never a forced restart. Y or Backspace resets a row to its default; "Reset this category" and "Reset all" need a second press. The panel's keys no longer reach the game while it is open, Escape no longer closes it (it opened the game's menu too), and a PlayStation pad opens and drives it (touch pad + triangle). The panel also opens where you look after snap turns (it used to open out of view), and opening it no longer sends a View press to the game. The Performance tab shows live frame rate, GPU times, video memory and texture streaming figures.

Combat detection rebuilt. A fight is now the battle area signal plus the battle HUD's live target marker, ending five seconds after the marker goes. The old detection often never noticed a fight ending. Checked against recorded sessions: every fight found with the right end.

HUD markers aligned with the world. Enemy names, target cursors and prompts now sit on their objects at any HUD size: the game placed them from its own camera, which in first person is metres behind your head, so they were about ten degrees off whatever the panel size. A marker whose object leaves the panel's view now stays on the panel's edge in the object's direction instead of disappearing. The object-selection test for interaction prompts keeps the game camera's view, so prompts appear on low, close objects in first person again ([ui] align, align_clamp, align_target_test).

Smoother sessions. The mod no longer releases and recreates large render targets at cutscenes and movies on the virtual screen, at 3D off and on, at DLSS dropouts, or when the headset loses and regains the session ([stereo] screen_keeps_target, hold_target_seconds). Measured: a cutscene round trip went from 1.3 GB of GPU memory released and recreated to nothing. Those reallocations are the one reproducible trigger of the mid-session slowdown some players report, where the card's reads from system memory collapse until the game is restarted. The slowdown itself is a driver-level state that is not fully understood yet; the log now detects it ("upload check: the graphics card reads system memory at ...") and the quickest cure remains quitting and starting the game again.

Frame-budget warning. When frames stay under the headset's refresh for twenty seconds, one line in the log names the cause (GPU-bound and the biggest consumer, game-thread-bound, runtime-bound, or the slowdown above) with a concrete suggestion; one line when it recovers; never more than one a minute; nothing in the headset. [log] frame_budget = 0 switches it off. GPU timings now work with foveated rendering off too.

Per-headset settings. [headset:quest 3] or [headset:pico] sections in ff7vr.ini override the base settings for that headset (picture.contrast = 1.3, xr.resolution_scale = 0.9, stereo_cvars.r.Streaming.PoolSize = 4000 and so on), chosen at start from the previous session's headset and applied live when the session reports it.

Texture streaming. The texstream figures (pool, required, resident, over budget) are in the timing block and the panel, with a warning when the pool limits texture detail. The pool and r.Streaming.Boost default by card size: 6000 MB and Boost 2 on 16 GB cards, 3500 on 12 GB, 2000 below, unless the ini sets them. Useful with high-resolution texture packs.

Comfort. [comfort] cut_fade_ms fades to black over the game's own camera cuts in cutscenes (off by default). The comfort vignette now reads PlayStation sticks too.

New defaults (your existing ff7vr.ini keeps its own values): brightness -0.25, contrast 1.5, saturation 1.2, sharpen 1, battle camera game, cutscenes on the virtual screen, bloom off, DLSS preset M at 60 % with texture bias auto, HUD battle_size 0 (no longer needed for alignment).

Also. Diagnostics collect-diagnostics.cmd and the restore step from v1.3 are unchanged; a crash report is no longer written for the mod's own guarded memory probes (a Game Over reload produced two dumps and hitches); the dev harness lock is hardened; releases are built and attested by the repository's workflow, so gh attestation verify matches the published zips from this release on.

Every setting has a comment in ff7vr.ini.

Verify your download

SHA-256 of each file of this release:

4baa62b918d22d5afa658c74ca73e9894ed90a7dfef8398e64dfcdc6e1ba139c  ff7vr-20261011-0f06e31-dlss.zip
0fd8e5d5732f314e22947e87d12bd17a336fa0441ff6d71a5deb095002929f56  ff7vr-20261011-0f06e31-dlss-dropin.zip
63f6527769b87885b52b8e8b08fe5ed8cfb84afabb124abccc76b9b19607f633  ff7vr-20261011-0f06e31.zip
48fbada4aee77e3e687ff4a051ad1bc482ca13aec73dd367f157fa895aaf996c  ff7vr-20261011-0f06e31-dropin.zip

To check a download on Windows, run this in a command prompt in the folder of the zip and compare
the result with the line above (upper or lower case does not matter):

certutil -hashfile <zip> SHA256

Each zip also carries a signed build provenance attestation made by this repository's release
workflow; with the GitHub CLI:

gh attestation verify <zip> --repo Gilleece/ff7-remake-vr