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v0.5.0a - Manual reload fix

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@SpreadTheBirb SpreadTheBirb released this 29 Sep 07:39

NOTE: For some reason, the latest version of dgVoodoo2 that is used in this build (converts d3d9 into d3d12) is flagged as malware/trojan. From what I looked up and per the dev's words ... Unfortunately I don't have any worthwhile to say about what to do with this. Maybe a report to the ESET devs about the false positive detection or just simply put this file on an exception list if that's possible. I upgraded to a new compiler version that might generate some byte patterns in the binaries that weren't present in the older dgV versions and didn't trigger the false detection.

I took the chance cause I wanna play this in VR and all my previous testing with getting D3d9 to cooperate resulted in terrible performance and also not a very good presentation for 3D inside of the headset. Thanks to the DLSS5 modders, I found out dgVoodoo existed, and figured it'd be a good tool to use better techniques to inject older games into VR.... but all the same, you have been warned.


v0.5.0a

A quick fix on top of v0.5.0. Everything in
v0.5.0
still applies.

Manual reloading emptied the wrong character's gun

Playing as Sheva, reaching to your belt and reloading dropped Chris's
ammunition to zero instead of hers. It resolved to him in both directions: it
never once ejected Sheva's magazine while you were playing as Chris.

The mod was picking the busiest magazine the game had written, with spare
rounds in it, and nothing in that asks whose weapon it is. With two
characters on screen it lands on whichever record the game happens to touch
more often.

A weapon and its magazine share a number, and the mod already knows which
weapon is in your hand, because it picks the one nearest your gun hand.
So it uses that, and the old rule only gets a say for a weapon that carries
no id at all.

The magazine routine also had no ownership check of any kind, so it could
reach into whichever character it had last looked at. It now refuses unless
the body is the one you are actually playing.

Also

  • The laser lag trace shipped in v0.5.0 writing a line into your log every
    second, reporting nothing. It only speaks when there is something to
    report now.

Install

Close the game, copy every file from the zip next to re5dx9.exe in
...\Steam\steamapps\common\Resident Evil 5\, and launch through Steam.

Overwrite everything when updating, dgVoodoo.conf and SampleAddon.dll
included: full resolution per eye needs both.

Download For
TrueFP-v0.5.0a-VR.zip Windows with a headset. Plays flat screen too, so take this one if you have VR at all.
TrueFP-v0.5.0a-flatscreen.zip No headset, or Linux and Steam Deck through Proton. No dgVoodoo2, so the antivirus note above does not apply.

v0.5.0 - Your arms, and your camera

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@SpreadTheBirb SpreadTheBirb released this 29 Sep 05:38

NOTE: For some reason, the latest version of dgVoodoo2 that is used in this build (converts d3d9 into d3d12) is flagged as malware/trojan. From what I looked up and per the dev's words ... Unfortunately I don't have any worthwhile to say about what to do with this. Maybe a report to the ESET devs about the false positive detection or just simply put this file on an exception list if that's possible. I upgraded to a new compiler version that might generate some byte patterns in the binaries that weren't present in the older dgV versions and didn't trigger the false detection.

I took the chance cause I wanna play this in VR and all my previous testing with getting D3d9 to cooperate resulted in terrible performance and also not a very good presentation for 3D inside of the headset. Thanks to the DLSS5 modders, I found out dgVoodoo existed, and figured it'd be a good tool to use better techniques to inject older games into VR.... but all the same, you have been warned.


v0.5.0 - Your arms, and your camera

This is the biggest release this mod has had.

6DOF is here. Your real arms drive your character's arms. Your wrists
roll, the gun goes where your hand goes, and you reload by reaching to your
belt.

The game stops taking your camera. Melee, door kicks, jumping down,
vaulting, partner locate: all of it used to grab your head and swing it round
to frame the shot. That is over.

If you have played this mod before, those two are the release. Everything
below is what that actually means in your hands.


6DOF arms

Enable 6DOF arms on the VR tab, then press and hold both sticks in and
perform a T-pose as instructed, palms down. There are a few sliders in that
section that change how the T-pose lands. I feel the defaults are solid, but
feel free to play around and recalibrate.

Playing as Sheva? Tick "Playing a left-handed character (Sheva)" on the VR
tab.
She holds her weapon in the other hand, so without it the solve drives
the wrong arm and the gun will not come to your hand. Tick it, then
recalibrate.

What you get once it is calibrated:

  • Your arms are your arms. The character's shoulders, elbows and wrists
    are solved from where your controllers actually are, every frame, instead
    of playing an animation.
  • Wrist roll. Turn your hand and the gun turns with it. Tilt a rifle and
    it tilts.
  • The weapon lives in your hand rather than in the animation. Point it
    where you want and it stays pointed there.
  • Two hands on the gun. Bring your support hand up and it takes the
    weapon properly, with its own steering and roll.
  • Holsters. Reach to a spot on your body and take what is there.
  • Your hands stop at people. Reach at Sheva or at your own body and your
    hands hold instead of passing through. Your real hand carries on, and the
    two parting company is what sells something solid being there.
  • Your body leans with you. Lean and the spine follows.

This has been sat in testing builds for a long time. It is in the build you
download now.


The camera is yours now

Every melee, every door kick, every jump down a ledge and every vault used to
hand the camera to the game, which swung it round to frame the shot. In a
headset that is somebody taking hold of your head and turning it, and it was
the single worst thing about playing this in VR.

It is gone. Your own camera stays in charge for the whole animation, and you
keep looking wherever you like.

This one took an insane number of attempts to track down. The breakthrough
came from Anthony of the RE5 QOL Fixes mod team, who went at it with a
debugger and found the flag itself. One byte. Thank you.

  • Refuse the melee and jump cameras (on by default). Stomps, uppercuts,
    door kicks, vaults and jumping down all leave your view alone.
  • Partner locate does not move the camera (on by default). Holding locate
    still shows the icons for your partner; it no longer whips your head round
    to look at them.
  • Scoped weapons stay in third person (off by default). A scope in a
    headset fills one eye and blocks everything else, which makes every rifle
    that zooms more or less unusable. RE5 already knows how to keep a scoped
    weapon in third person, because it does exactly that between shots with the
    S75, and this forces it for every weapon so the scope stays out where you
    can aim it. Off by default because it changes how those guns handle on a
    flat screen too.

All three check the game's own bytes before changing anything and can be
switched off while you play, so unticking them puts RE5 back exactly as it
was.


Reloading by hand

On by default. Reach to your belt on your support side and squeeze the
grip: the magazine drops and a fresh one is in your hand. Bring that hand to
the weapon and it goes in. Take your hand away and it is racked.

  • Part used magazines is now a choice rather than a tickbox: Arcade
    style, save current ammo
    or Realistic, lose current ammo. Arcade puts
    whatever was left back into your spare ammunition so reloading early costs
    you nothing. Realistic lets those rounds leave with the magazine.
  • Magazine sounds play beside the game rather than through it, with their
    own volume, so RE5's effects slider cannot bury them.

NOTE: Pistols are the main thing that supports manual reloading right now.
You may also notice that switching weapons does not drop mags for everything.
The gesture always works. While not as fully immersive yet, the function is
there, and getting every weapon right is going to take hitting them one at a
time and really building out how it should behave. Expect updates soon.


Co-op

  • Send my arms to my partner has moved onto the VR tab under Co-op and is
    on by default. IK sync over co-op: your VR buddies can wave at you, and a
    modded flat screen player sees them too. It carries hand and shoulder
    positions only, it is not the game's netcode, and it cannot desync a
    session because all it changes is how the other character is drawn on your
    own machine.
  • Walking while aiming now reaches your partner. The step was being
    committed twenty five times a second when the game wants it every frame, so
    a partner saw you slide or teleport instead of walk. It commits every frame
    now.

Your body

  • Full body or Arms. Hands only is gone; it never worked properly and
    left a stretched string of geometry between your wrists.
  • Arms only is not the permanent implementation. You will see some of your
    remaining skeleton, but it works. I will revisit it as updates continue.
  • Hidden bones are collapsed rather than broken, so nothing the body hide
    does can reach the camera, the culling or the next frame.
  • The weapon comes back to your hand after an assist jump. The gun is put
    away for that animation, and afterwards the mod waited for your hand to
    hold still before taking the grip back, which is the drift you could feel.
    It takes it straight away now. Expect this to keep improving.

SteamVR

SteamVR works. It was failing for everyone who used it, and it now works.

For the curious: SteamVR answers the very first request with "not ready" and
then goes off to start its own server, which can take twenty seconds. The mod
gave up after ten milliseconds and told you it could not find a headset. It
now keeps asking for forty five seconds, so VR switches itself on the moment
SteamVR is up. Press F7 before SteamVR has finished loading and it will
simply connect when it can.


Everything else

  • Steady the hands. RE5 shakes the character's hands while the gun is up
    as a difficulty knob for pad players. In a headset it is noise fighting
    your real hand, and it can be turned off.
  • Tell the game where you are looking from is on by default now. It keeps
    the game's own camera with your eye, which is what stops transparent
    surfaces sorting wrongly and showing as a stipple that never resolves.
  • Gun size works. The slider used to move and the weapon did not.
  • Your settings stick. Two dozen values, arm tuning included, were being
    wiped out of re5vr.ini on save. They are all kept now.
  • The mod recovers if the game is slow to start. RE5 unpacks itself as it
    launches, and anything the mod tried to hook too early used to be abandoned
    for the rest of the session. It retries for thirty seconds instead. Some
    sessions were silently running with half the mod missing.
  • Weapons teach the mod their own magazine bone. Set it to -1 on a weapon
    the defaults are wrong for and the mod watches one reload, works it out and
    remembers it.
  • Leaner release build. Every developer probe, watchpoint and diagnostic
    log is compiled out of the build you download, including several that were
    costing real frame time.
  • Theatre screen for cutscenes. Hold left grip and click both sticks in
    together, and the cutscene plays on a screen in front of you instead of
    across your face. Still WIP.
  • Lean and peek is WIP. DO NOT USE. Off by default.

Known issues

  • The laser can sit slightly off the muzzle on some weapons. You can use QOL
    Fixes to remove the laser entirely, but I would encourage you to start with
    it on and get used to things. I will be fine tuning this further.
  • Manual reloading is built around pistols for now. See the note above.
  • Arms only body mode leaves some skeleton visible.
  • Turning VR on in exclusive fullscreen can still crash inside dgVoodoo2.
    Windowed or borderless is safe.
  • The theatre screen for cutscenes is still WIP.
  • Co-op has had very little testing.

Install

Close the game, copy every file from the zip next to re5dx9.exe in
...\Steam\steamapps\common\Resident Evil 5\, and launch through Steam.

Overwrite everything when updating, dgVoodoo.conf and SampleAddon.dll
included: full resolution per ey...

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v0.4.2a - Motion controllers

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@SpreadTheBirb SpreadTheBirb released this 16 Sep 17:16

NOTE: For some reason, the latest version of dgVoodoo2 that is used in this build (converts d3d9 into d3d12) is flagged as malware/trojan. From what I looked up and per the dev's words ... Unfortunately I don't have any worthwhile to say about what to do with this. Maybe a report to the ESET devs about the false positive detection or just simply put this file on an exception list if that's possible. I upgraded to a new compiler version that might generate some byte patterns in the binaries that weren't present in the older dgV versions and didn't trigger the false detection.

I took the chance cause I wanna play this in VR and all my previous testing with getting D3d9 to cooperate resulted in terrible performance and also not a very good presentation for 3D inside of the headset. Thanks to the DLSS5 modders, I found out dgVoodoo existed, and figured it'd be a good tool to use better techniques to inject older games into VR.... but all the same, you have been warned.


Motion controllers, PlayStation pads, and a launch fix.

Play with your VR controllers

Your motion controllers now work as a gamepad, so you can play in VR with nothing in your hands but the controllers. RE5 sees an ordinary pad and shows pad prompts. They drive the mod menu too: click both sticks to open it, the sticks move through it, A selects.

Motion control Acts as In RE5
Right grip Left trigger Aim
Right trigger Right trigger Fire
Right stick Right stick Look around
Right stick click R3
Right A / B A / B Action
Left trigger (hold) nothing the right stick becomes the d-pad
Left stick Left stick Move
Left stick click L3 both stick clicks open the mod menu
Left X / Y X / Y Reload, partner command
Left grip Left shoulder
Menu button Start

In game I use the Type C control scheme which puts your knife on left grip.

A pad has a d-pad and a controller doesn't, so one stick stands in for it while you hold a modifier. The D-pad setting on the VR tab picks which one: hold the left trigger (the default, works on every headset), rest your thumb on the right thumbrest (Quest and Rift Touch only), hold the left stick in, or give the right stick over to the d-pad entirely. There's a Stick deadzone slider as well, and Use motion controllers turns the lot off.

Supported: Quest and Rift Touch, Valve Index, Vive wands, Windows Mixed Reality, and anything that speaks the basic OpenXR controller profile.

The gun still points where the game points it. These are a gamepad, not hands. Aiming by pointing the controller is being worked on for a later version.

PlayStation pads

A DualShock 4 or DualSense without Steam Input speaks DirectInput, which the mod couldn't see, so the menu shortcut did nothing and the pad kept driving Chris through an open menu. Both are fixed: those pads open and drive the menu, and they're properly hidden from the game while it's open.

Fixes

  • A crash at launch on PCs running another program that hooks Direct3D 9. The mod was handing its own Direct3D entry points to anything in the process that asked, so an overlay or another wrapper could be dropped into the middle of dgVoodoo2 starting up and take the game down with it. Only the game's own requests are answered now.
  • The both-sticks menu shortcut is easier to hit. Any click shorter than the one second view reset opens the menu, rather than only a very quick one.

Updating

Overwrite all five files from the VR zip.

Which download?

TrueFP-v0.4.2a-VR.zip: Windows + a headset. Plays flat-screen too.

TrueFP-v0.4.2a-flatscreen.zip: No headset, or Linux / Steam Deck via Proton. The PlayStation pad and launch fixes apply; the motion controller support is VR only.

Known issues

  • Motion controllers act as a gamepad, not as hands. The gun points where the game points it.
  • Turning VR on while in exclusive fullscreen can still crash inside dgVoodoo2 on some PCs. Play windowed if it happens to you.
  • Pressing aim repeatedly can pull your view back toward level after you've aimed up or down.
  • RE5's own mouse cursor can point at the wrong menu item while VR is on. A gamepad is unaffected.
  • Some menus (the title screen, parts of Organize) still don't draw correctly in VR.
  • Online co-op is untested.

v0.4.2 - Culling follows your head

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@SpreadTheBirb SpreadTheBirb released this 15 Sep 10:58

NOTE: For some reason, the latest version of dgVoodoo2 that is used in this build (converts d3d9 into d3d12) is flagged as malware/trojan. From what I looked up and per the dev's words ... Unfortunately I don't have any worthwhile to say about what to do with this. Maybe a report to the ESET devs about the false positive detection or just simply put this file on an exception list if that's possible. I upgraded to a new compiler version that might generate some byte patterns in the binaries that weren't present in the older dgV versions and didn't trigger the false detection.

I took the chance cause I wanna play this in VR and all my previous testing with getting D3d9 to cooperate resulted in terrible performance and also not a very good presentation for 3D inside of the headset. Thanks to the DLSS5 modders, I found out dgVoodoo existed, and figured it'd be a good tool to use better techniques to inject older games into VR.... but all the same, you have been warned.


The look around update: nothing pops in over your shoulder any more, aiming included.

Culling follows your head

Looking over your shoulder in VR used to make parts of the world vanish or pop in, because the game only drew what its own camera faced. Now the game draws whatever you look at, while the gun, the laser and walking still follow the mouse or stick:

  • Look around freely while aiming. Keep the laser on a target and look somewhere else; nothing disappears.
  • Pressing aim while looking elsewhere just brings the gun up. Your view doesn't move, and Chris doesn't turn toward where you're looking.
  • Walking still follows Chris' body, exactly like before.
  • Head turning feels the same as v0.4.1: the picture stays locked to your head.

It's on by default (Culling follows your head on the VR tab). The culling test sliders from the test builds are gone; they aren't needed any more.

Version and update check

  • The menu title and the Status tab show the mod's version.
  • A few seconds after launch the mod asks nexusmods.com for this mod's latest version number (nothing about you or your game is sent). If a newer version is out, a note shows in the corner for a few seconds and at the top of the menu, with a button that opens the Nexus page.
  • Turn it off with Check Nexus for updates at startup on the Menu tab.

Fixes

  • Changing resolution in exclusive fullscreen no longer crashes.
  • VR waits for the first frame to be ready before starting its session, for a cleaner start.

Updating

Overwrite all five files from the VR zip. This release needs the new SampleAddon.dll.

Which download?

TrueFP-v0.4.2-VR.zip: Windows + a headset. Plays flat-screen too.

TrueFP-v0.4.2-flatscreen.zip: No headset, or Linux / Steam Deck via Proton. For flat screen this release adds the version display and update check.

Known issues

  • Turning VR on in exclusive fullscreen can still crash inside dgVoodoo2 on some PCs. Play windowed if it happens to you.
  • Pressing aim repeatedly can pull your view back toward level after you've aimed up or down with the mouse or stick. The game rescales pitch every time you enter aim.
  • VR motion controllers are not supported yet. Play with a gamepad (Xbox, PlayStation or similar), which is recommended, or mouse and keyboard.
  • RE5's own mouse cursor can point at the wrong menu item while VR is on. A gamepad is unaffected.
  • Some menus (the title screen, parts of Organize) still don't draw correctly in VR.
  • Online co-op is untested.

v0.4.1 - Full resolution per eye

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@SpreadTheBirb SpreadTheBirb released this 14 Sep 14:24

NOTE: For some reason, the latest version of dgVoodoo2 that is used in this build (converts d3d9 into d3d12) is flagged as malware/trojan. From what I looked up and per the dev's words ... Unfortunately I don't have any worthwhile to say about what to do with this. Maybe a report to the ESET devs about the false positive detection or just simply put this file on an exception list if that's possible. I upgraded to a new compiler version that might generate some byte patterns in the binaries that weren't present in the older dgV versions and didn't trigger the false detection.

I took the chance cause I wanna play this in VR and all my previous testing with getting D3d9 to cooperate resulted in terrible performance and also not a very good presentation for 3D inside of the headset. Thanks to the DLSS5 modders, I found out dgVoodoo existed, and figured it'd be a good tool to use better techniques to inject older games into VR.... but all the same, you have been warned.


The resolution update. VR is now crisp.

Full resolution per eye

Until now, both eyes shared one side-by-side frame, so each eye only got half of the game's resolution and SteamVR's resolution slider did nothing. Now each eye renders at the resolution your VR runtime asks for:

  • SteamVR: Settings → Video → Render Resolution (or per game) now works.
  • Virtual Desktop: the quality presets now work, and its "rendering resolution" readout shows 100% when the game renders exactly what the preset asks for.

The game switches to the VR size by itself when you turn VR on, and back to your own resolution when you turn it off, so RE5's own resolution setting no longer affects VR. After changing the runtime's resolution, turn Enable VR off and on again in the menu; no restart needed. The VR tab shows the size each eye gets.

If the runtime asks for more than the game can hold in memory, the size is scaled down to the most that fits and shown in orange. Without the 4GB patch VR is held to 5 megapixels, so apply the 4GB patch to re5dx9.exe if you haven't.

The lever for frame rate is now your runtime's resolution, not the game's. If VR runs slow, pick a lower Virtual Desktop preset or lower SteamVR's resolution.

Also in this release

  • VR off hands the headset back to SteamVR or Virtual Desktop and returns the game to flat screen with no head tracking.
  • No more crash when closing the game after using VR.
  • dgVoodoo.conf now gives the game 2048 MB of video memory instead of 256 MB. That old limit is what made higher resolutions fail with "ERR08 : Memory overrun".

Updating

Overwrite all five files from the VR zip. This release needs the new SampleAddon.dll and the new dgVoodoo.conf.

Which download?

RE5VR-v0.4.1-VR.zip: Windows + a headset. Plays flat-screen too.

RE5VR-v0.4.1-flatscreen.zip: No headset, or Linux / Steam Deck via Proton. Nothing changes for flat screen in this release.

Known issues

  • Play in windowed mode. In exclusive fullscreen, changing resolution in RE5's options, or turning VR on, can crash inside dgVoodoo2 on some PCs.
  • VR motion controllers are not supported yet. Play with a gamepad (Xbox, PlayStation or similar), which is recommended, or mouse and keyboard.
  • RE5's own mouse cursor can point at the wrong menu item while VR is on. A gamepad is unaffected.
  • Some menus (the title screen, parts of Organize) still don't draw correctly in VR.
  • Online co-op is untested.

v0.4.0a - Desktop view for streaming

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@SpreadTheBirb SpreadTheBirb released this 14 Sep 02:59

NOTE: For some reason, the latest version of dgVoodoo2 that is used in this build (converts d3d9 into d3d12) is flagged as malware/trojan. From what I looked up and per the dev's words ... Unfortunately I don't have any worthwhile to say about what to do with this. Maybe a report to the ESET devs about the false positive detection or just simply put this file on an exception list if that's possible. I upgraded to a new compiler version that might generate some byte patterns in the binaries that weren't present in the older dgV versions and didn't trigger the false detection.

I took the chance cause I wanna play this in VR and all my previous testing with getting D3d9 to cooperate resulted in terrible performance and also not a very good presentation for 3D inside of the headset. Thanks to the DLSS5 modders, I found out dgVoodoo existed, and figured it'd be a good tool to use better techniques to inject older games into VR.... but all the same, you have been warned.


A small update to v0.4.0, mainly for anyone who wants to stream or record VR.

Desktop view in VR

The game window used to show both eyes side by side. It now shows a single eye, scaled to fill the window at whatever size or shape it is, so a stream or recording looks like a normal game. Pick Left Eye or Right Eye Desktop View on the menu's VR tab (right by default). What you see in the headset is unchanged.

It's only as sharp as one eye's image, which is still half the game's resolution for now, so it looks a little soft. Full resolution per eye is next and will sharpen this too.

VR players: this needs the new SampleAddon.dll. Overwrite all five files from the VR zip.

Settings file cleanup

re5vr.ini now tidies itself on launch: settings that no longer exist are removed instead of lingering. Your current choices are kept.

Which download?

RE5VR-v0.4.0a-VR.zip: Windows + a headset. Plays flat-screen too.

RE5VR-v0.4.0a-flatscreen.zip: No headset, or Linux / Steam Deck via Proton. The only change here is the settings file cleanup.

Don't forget the 4GB patch on re5dx9.exe; it's the fix for stutters.

Notes

  • VR motion controllers are not supported yet. Play with a gamepad (Xbox, PlayStation or similar), which is recommended, or mouse and keyboard.
  • Use SteamVR or Virtual Desktop (VDXR) as your OpenXR runtime. Meta's own runtime closes the game when VR starts.

Known issues

  • Each eye gets half the game's resolution. Full resolution per eye is next.
  • Some menus (the title screen, parts of Organize) still don't draw correctly in VR.
  • Look straight down and you're inside your own torso.
  • Online co-op is untested.

v0.4.0 - In-game menu and the HUD in VR

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@SpreadTheBirb SpreadTheBirb released this 13 Sep 18:21

NOTE: For some reason, the latest version of dgVoodoo2 that is used in this build (converts d3d9 into d3d12) is flagged as malware/trojan. From what I looked up and per the dev's words ... Unfortunately I don't have any worthwhile to say about what to do with this. Maybe a report to the ESET devs about the false positive detection or just simply put this file on an exception list if that's possible. I upgraded to a new compiler version that might generate some byte patterns in the binaries that weren't present in the older dgV versions and didn't trigger the false detection.

I took the chance cause I wanna play this in VR and all my previous testing with getting D3d9 to cooperate resulted in terrible performance and also not a very good presentation for 3D inside of the headset. Thanks to the DLSS5 modders, I found out dgVoodoo existed, and figured it'd be a good tool to use better techniques to inject older games into VR.... but all the same, you have been warned.


The first full release. Resident Evil 5 in VR, or in true first person on a normal monitor.

Do this first: the 4GB patch

Strongly recommended, with or without VR. RE5 is a 32-bit game and is capped at 2 GB of address space regardless of how much memory or VRAM you have. Raising that cap to 4 GB made stutters disappear outright, both on a 5090 flat screen and on a laptop in VR.

Get the 4GB patch, run it, and point it at ...\Steam\steamapps\common\Resident Evil 5\re5dx9.exe. Steam verifying or updating the game puts the unpatched exe back, so re-run it if stutters return. The mod's Status page tells you whether it's applied.

Which download?

RE5VR-v0.4.0-VR.zip: Windows + a headset. Five files, uses dgVoodoo2. It plays flat-screen too, so take this one if you have VR at all.

RE5VR-v0.4.0-flatscreen.zip: No headset, or Linux / Steam Deck via Proton. Two files, no dgVoodoo2, and the antivirus note above doesn't apply to it.

Both use the same d3d9.dll. Unzip into the game folder, next to re5dx9.exe, and follow the README inside.

In-game menu

Press Insert, or click both sticks in on a controller. Everything the old hotkeys did is here, and it's all saved between sessions:

  • Camera: first person, showing the head during action cameras, flat-screen FOV and eye position, RE5's colour filter
  • VR: enable VR, start in VR automatically, reset view, head tracking, stabilisation, eye position, world scale, HUD distance, and advanced options
  • Status: live frame rate, resolution per eye, headset and runtime, refresh rate, 4GB patch, which character you're playing

It works with a mouse, keyboard or controller, in the headset as well as on the monitor, and the game ignores your input while it's open. Holding both sticks for a second resets the VR view.

HUD in VR

Ammo, health, the inventory, the pause screen and most menus now show on a panel in front of you.

Also in this release

  • When the game swings its camera out for a kick, a vault or a grab, Chris's head comes back instead of leaving a headless body.
  • Sheva no longer loses her head when you stand next to her.
  • The laser sight no longer gets copied onto the HUD panel.

Notes

Use SteamVR as your OpenXR runtime. Meta's own runtime closes the game the moment VR starts. Same headset, same cable, works fine under SteamVR.

VR renders the scene twice. If your frame rate is low, lower the game's own resolution first.

Known issues

  • Each eye gets half the game's resolution, since both eyes share one side-by-side frame. SteamVR's resolution slider can't change that; raising the game's resolution is the only lever for now. Full resolution per eye is next.
  • The desktop shows the side-by-side image, so it's no good for streaming or recording yet. A proper single-view desktop output is planned.
  • Some menus (the title screen, parts of Organize) still don't draw correctly in VR.
  • Look straight down and you're inside your own torso.
  • Online co-op is untested.

v0.3.5-alpha - Frames go straight to the headset

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@SpreadTheBirb SpreadTheBirb released this 12 Sep 15:59

NOTE: For some reason, the latest version of dgVoodoo2 that is used in this build (converts d3d9 into d3d12) is flagged as malware/trojan. From what I looked up and per the dev's words ... Unfortunately I don't have any worthwhile to say about what to do with this. Maybe a report to the ESET devs about the false positive detection or just simply put this file on an exception list if that's possible. I upgraded to a new compiler version that might generate some byte patterns in the binaries that weren't present in the older dgV versions and didn't trigger the false detection.

I took the chance cause I wanna play this in VR and all my previous testing with getting D3d9 to cooperate resulted in terrible performance and also not a very good presentation for 3D inside of the headset. Thanks to the DLSS5 modders, I found out dgVoodoo existed, and figured it'd be a good tool to use better techniques to inject older games into VR.... but all the same, you have been warned.


Do this first: the 4GB patch

Strongly recommended, with or without VR. RE5 is a 32-bit game and is
capped at 2 GB of address space regardless of how much memory or VRAM you
have. Raising that cap to 4 GB made stutters disappear outright — on a 5090
flat screen, and on a laptop in VR. It is not extra VRAM; it is headroom the
game runs out of long before your graphics card does.

Get the 4GB patch, run it, and point it at
...\Steam\steamapps\common\Resident Evil 5\re5dx9.exe. It keeps the original
alongside as re5dx9.exe.Bak. Steam verifying or updating the game puts the
unpatched exe back, so re-run it if stutters ever return.

Which download?

RE5VR-v0.3.5-alpha-VR.zip — Windows + a headset. Five files, uses dgVoodoo.
It plays flat-screen too (just never press F7), so this is the one to take if
you have VR at all.

RE5VR-v0.3.5-alpha-flatscreen.zip — no headset, or Linux / Steam Deck
via Proton
. Two files, no dgVoodoo, and the antivirus note above doesn't
apply to it. This is the only version that works under Proton.

Both are the same d3d9.dll. The difference is what ships alongside it.

One less stage between the game and the headset

The submit thread now hands the finished frame straight to the OpenXR
swapchain instead of copying it into a pair of eye textures first. That drops
a GPU copy and a buffer, and takes the game thread off the shared D3D11
context entirely.

Three earlier attempts at this measured worse and were abandoned. All three
were measured on a machine running at 40 fps, which turned out to be the
bottleneck itself — the addon publishes frames without blocking, so if the GPU
can't keep up, the submit thread arrives before the frame does and shows the
previous one twice. At a stable frame rate the comparison reverses, and the
shorter path is clearly smoother. Two things make it hold: the read takes a
short bounded wait rather than skipping, and if a copy does fail, the
compositor is told which older frame the image actually holds instead of being
handed a fresh pose for stale pixels.

Developer tools are compiled out

One switch now removes the probes, the debug quad and the experiment hotkeys
from released builds. Every player-facing tuning key stays exactly where it
was. This matters more than it sounds: Delete used to toggle the frame path
above, and in a release build that means turning the good one off.

Smaller swapchains

The OpenXR swapchains are sized to what the game actually renders rather than
the runtime's recommendation. Nothing looks different — the compositor was
upscaling the same rectangle either way — but a wireless streamer no longer
has to encode 6.7 MP per eye to display 8% of it.

Notes

VR renders the scene twice, once per eye. If your frame rate is low, drop
the game's own resolution first; that's the biggest lever by far, and it beats
any headset-side render scale. If you have headroom, raise it.

Use SteamVR as your OpenXR runtime. Meta's own runtime closes the game the
moment VR starts. Same headset, same cable, works fine under SteamVR.

Still missing in VR: the HUD. Still true: look straight down and you're inside
your own torso.

v0.3.4-alpha - Head tracking, fade fix, and the pulsing FOV

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@SpreadTheBirb SpreadTheBirb released this 12 Sep 12:34

NOTE: For some reason, the latest version of dgVoodoo2 that is used in this build (converts d3d9 into d3d12) is flagged as malware/trojan. From what I looked up and per the dev's words ... Unfortunately I don't have any worthwhile to say about what to do with this. Maybe a report to the ESET devs about the false positive detection or just simply put this file on an exception list if that's possible. I upgraded to a new compiler version that might generate some byte patterns in the binaries that weren't present in the older dgV versions and didn't trigger the false detection.

I took the chance cause I wanna play this in VR and all my previous testing with getting D3d9 to cooperate resulted in terrible performance and also not a very good presentation for 3D inside of the headset. Thanks to the DLSS5 modders, I found out dgVoodoo existed, and figured it'd be a good tool to use better techniques to inject older games into VR.... but all the same, you have been warned.


Which download?

RE5VR-v0.3.4-alpha-VR.zip — Windows + a headset. Five files, uses dgVoodoo.
It plays flat-screen too (just never press F7), so this is the one to take if
you have VR at all.

RE5VR-v0.3.4-alpha-flatscreen.zip — no headset, or Linux / Steam Deck
via Proton
. Two files, no dgVoodoo, and the antivirus note above doesn't
apply to it. This is the only version that works under Proton.

Both are the same d3d9.dll. The difference is what ships alongside it.

Head tracking now drives the game's camera

In VR the game used to cull the world to wherever your body was facing, so
anything you turned to look at simply wasn't drawn. Head tracking now steers
the camera itself, on by default. It turns the camera only — your character
doesn't spin with your head — and it steps aside the instant you raise the
gun, so aiming still goes down the laser exactly as before. F9 toggles it.

The VR culling field of view is now read from your headset's own per-eye
angles rather than a hardcoded number. The old constant covered everything
but cost model detail across the whole scene, because the game picks LOD from
how large things project on screen — tell it everything is small and
everything gets its low-detail model.

Characters no longer fade when you get close

Walk up to Sheva or an NPC and they'd dissolve. There turned out to be two
visibility setters: one stores the raw value, the other maps it through a
global curve and stores the alpha the renderer actually reads. The per-model
proximity fade animates that second one directly, invisible to anything
watching the first — which is why Chris was fixed long ago and nobody else
was.

The field of view no longer pulses

Reported as "FOV fighting", and it was real. The first-person FOV was
recalculated every frame from whatever camera matrix happened to be cached at
that moment, and the game runs plenty of passes whose projection isn't the
shape of your screen. Catch a square one and a 90° horizontal FOV silently
becomes 90° vertical. It now comes from the backbuffer, which can't lie.

Smoother in the headset

xrEndFrame now submits the pose the image was genuinely rendered with,
instead of the newest one available. Claiming a newer pose than the pixels
were drawn from made the compositor reproject the wrong way, so the world
lurched on every head movement.

Also new: post-process effects are drawn once rather than split per eye,
camera stabilisation keeps the character's idle breathing out of your view
(F11), and there are live knobs for head-rotation prediction
(Home/End) and gain (Page Up/Page Down).

Prediction is a stopgap, not a feature: the headset image currently arrives
about 35 ms after the game renders it, because there are too many buffered
stages between the two. It should be 1:1 and it will be — one of those stages
is removable and that's the next job. Until then, prediction pushes the view
ahead while you're turning so the delay is less obvious. Try 15–25 ms.

If it crashes

There's now a crash reporter built in. It does nothing until something goes
wrong, then writes the faulting module and address into re5vr.log. It has
already earned its place: it identified a crash on Meta's own OpenXR
runtime
as a null dereference inside their RuntimeIPCServiceClient_32.dll,
not anything in this mod. If the game vanishes the moment you press F7 on Meta
Link, set SteamVR as your active OpenXR runtime and it works.

Known issues

  • No HUD in VR. No ammo, no health. Flat screen is fine.
  • Look straight down and you'll see the inside of your own torso.
  • The headset image lags the game by roughly 35 ms. It shouldn't, and this
    is the top of the list — see above.
  • F7 does nothing in the flat-screen package, deliberately: there's no VR to
    start without dgVoodoo, so the key is disabled rather than leaving you in a
    split-screen image.
  • Co-op is still untested with the walk-while-aiming change.
  • A controller is recommended over mouse and keyboard.

v0.3.3-alpha - laser sight, Linux support, mag-dump fix

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@SpreadTheBirb SpreadTheBirb released this 12 Sep 02:36

NOTE: For some reason, the latest version of dgVoodoo2 that is used in this build (converts d3d9 into d3d12) is flagged as malware/trojan. From what I looked up and per the dev's words ... Unfortunately I don't have any worthwhile to say about what to do with this. Maybe a report to the ESET devs about the false positive detection or just simply put this file on an exception list if that's possible. I upgraded to a new compiler version that might generate some byte patterns in the binaries that weren't present in the older dgV versions and didn't trigger the false detection.

I took the chance cause I wanna play this in VR and all my previous testing with getting D3d9 to cooperate resulted in terrible performance and also not a very good presentation for 3D inside of the headset. Thanks to the DLSS5 modders, I found out dgVoodoo existed, and figured it'd be a good tool to use better techniques to inject older games into VR.... but all the same, you have been warned.


What's new in 0.3.3

  • Fixes the mag dump in 0.3.2. Walking while aiming made the gun fire around ten rounds per trigger pull. The step commit that caused it is off by default now.
  • That commit is still in, on F6, because it may be what makes walking while aiming show up correctly for a co-op partner - it just has never been tested in multiplayer. While it is on, the gun fires several rounds per pull, so leave it off to play.

Everything else is as in 0.3.2:

  • The laser sight is always on, including with mouse aiming.
  • Linux / Proton support (flat screen only) - see below.
  • Your partner's head no longer disappears when you stand close.
  • Adjustable camera position, separately for flat and VR: , / . back and forward, Shift with them for height, Ctrl with them for the flat field of view.
  • No dgVoodoo watermark, and developer diagnostics compiled out, so stray F-key presses do nothing.

Install

Download RE5VR-v0.3.3-alpha.zip, copy everything into your Resident Evil 5 folder (the one with re5dx9.exe), and launch through Steam. For VR, start your VR runtime first and press F7 in gameplay. Updating from 0.3.x? Replacing d3d9.dll is enough.

Linux / Proton (flat screen only)

dgVoodoo2's author doesn't support Wine or Proton, so on Linux the mod uses Proton's own DirectX 9 (DXVK) instead. First person works; VR does not.

  1. Copy the files in, then delete d3d9_dgvoodoo.dll and SampleAddon.dll.
  2. Launch options: WINEDLLOVERRIDES="d3d9=n,b" %command%
  3. Get into gameplay and press F4. Don't press F7.

First person (F4)

Works throughout gameplay, including the unarmed opening. The camera sits in Chris's head - his head is hidden, his body and hands stay. Full look range with no pop-out to third person, no fading when close, walking while aiming (WASD or a gamepad's left stick), and the laser sight.

The flat camera sits slightly back and down from his eyes, which lines it up with his arms so the gun reads properly. , / . and Shift with them move it if you would rather sit at his true eye height.

VR

Head tracking, per-eye rendering at your headset's refresh rate, and much less culling with F4 on. ` toggles the wide culling FOV, [ / ] set world scale, - resets it.

Known issues

  • Walking while aiming may not show correctly to a co-op partner (see F6 above).
  • Looking straight down shows your own body clipping - the camera sits inside a body built for third person. Arm IK is the real fix.
  • No HUD in VR.
  • Things behind you can disappear in VR - the game's camera doesn't turn with your head yet.
  • Sheva's bow with the forced laser is untested.
  • Aiming follows the mouse or gamepad, not your head. No motion controllers.

Reporting problems

Send re5vr.log and re5vr_addon.log from the game folder, plus a plain-English description of what it looked and felt like.

Requires the Steam DX9 build (re5dx9.exe), a D3D12-capable GPU, and - for VR - a 32-bit-capable OpenXR runtime. Developed against a Quest 3 over Virtual Desktop, also tested on an RTX A4500 with Shadow PC.

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