Repository navigation
Releases: hookmanuk/rpcs3
Release list
RPCS3 VR v0.0.43-vr11
RPCS3 VR vr11
New: NVIDIA DLSS and DLSS Frame Generation (experimental)
On NVIDIA RTX GPUs, in the VR settings tab of a game's custom configuration (see vr-settings.md):
- DLSS (DLAA, Quality, Balanced, Performance, Ultra Performance) upscales each eye. Lowers the Resolution Scale by
the mode's ratio to keep the headset's detail, for example Quality: 450% to 300%. DLSS Model picks the network
(K looks best, E is far cheaper) and DLSS Sharpening sharpens the result. - DLSS Frame Generation (RTX 40 and newer) renders the game at half the Frame Rate and generates every other
headset frame (90 becomes 45 rendered + 45 generated). Multiplier 3x (RTX 50) renders a third. A Frame Rate
below the headset's refresh, such as 60 on a 90 Hz headset, is kept and the frames between are generated (RTX 50).
It adds about one headset frame of latency and needs DLSS on when the game starts. - With DLSS set to Off, its other settings are hidden and switched off; in the home menu they appear as soon as
you choose a DLSS mode.
DLSS comes through the plugin rpcs3_ngx.dll (MIT licensed) with NVIDIA's runtime (nvngx_dlss.dll,
nvngx_dlssg.dll, under NVIDIA_RTX_SDK_LICENSE.txt), all included. RPCS3 itself contains no NVIDIA code; without
the plugin, DLSS is simply not offered.
Other changes
- Gran Turismo 5:
- Races run at real speed at any frame rate. Above 60 FPS the cars ran up to twice as fast and the race clock 1.5x;
at 45 FPS the race ran in slow motion. The wheels now also turn at the right rate. - Shadows stay sharp about 2.5x further ahead (new VR patch VR: Sharp shadows further out, on by default), and
the shadows of the car ahead no longer shift as you turn your head. - Simpler Distant Cars is now off by default: full detail on every car. Turn it on for a higher frame rate with
many cars in view. - The Wider View setting is gone: the game widens its view only as far as you turn your head (the previous
default for this game). MotorStorm: Pacific Rift and SEGA Rally Revo keep drawing the whole headset view.
- Races run at real speed at any frame rate. Above 60 FPS the cars ran up to twice as fast and the race clock 1.5x;
- God of War: scenery and objects at the edges of the headset view and beside a turned head are no longer left
out (new VR patch VR: Wider view (head-driven culling), on by default; the game drew only its own narrow view). - God of War and God of War II: the Power Up screen and the pause menu no longer turn black or stop responding after a loading
hitch or a savestate load. The same cause hid tutorial messages; those are not yet confirmed fixed. - New pad binding, VR Toggle HUD (gamepad settings): a button that shows or hides the HUD box.
- RPCS3's own overlays (home menu, notifications) now sit slightly in front of the HUD box instead of at the same
depth. - The keyboard shortcuts dialog scrolls, so it fits small screens.
Known issues
- DLSS and Frame Generation are experimental: tested mainly in Gran Turismo 5.
- Gran Turismo 5: savestates load paused only with a pad connected; car paint can turn multicoloured after some
savestate loads; shadows can flicker (dark patches on the number plate of a car ahead); a car level with you is only partly drawn when you turn your head towards it. - Sonic: a savestate made with the home menu open loads onto the pause menu.
- SEGA Rally: savestates need Compatible Savestate Mode and Disable SPU GETLLAR Spin Optimization.
- Ratchet & Clank 2: the opening video is stretched vertically.
- MotorStorm: tree shadows look stepped at a distance (the game's own shadow resolution).
RPCS3 VR v0.0.43-vr10
RPCS3 VR vr10
New playable game
| Game | ID | Sustained in VR |
|---|---|---|
| Gran Turismo 5 (XL Edition, disc 01.00) | BCUS98114 | 72 Hz |
That's 22 playable games in all. See vr-games.md (section 22) for its settings, options and known issues.
First boot: RPCS3 offers to install the update bundled on the disc (PKG Installation, 2.11). Choose
Skip: the VR build is made for disc version 01.00. The first boot also compiles the game for a few minutes.
Fixes
- Every game: frames reach the headset at the game's frame rate when the GPU is the limit. Before, a game that
kept the GPU fully busy queued several frames ahead, and the headset showed only one in four of them, each
~80 ms late. Gran Turismo 5's pre-race flyby went from 5-13 to the game's own rate. Games the GPU keeps up with
are unchanged. - Gran Turismo 5's pre-race views and flybys now run at about 90 FPS at 400% (were 5-30): its shipped
per-game settings turn MSAA off, which the game drew on top of the Resolution Scale. Races are unchanged. - New setting, Wider View (home menu and the VR settings tab; Gran Turismo 5, MotorStorm: Pacific Rift and
SEGA Rally Revo): On draws the whole headset view; Off widens the game's view only as far as you turn your head,
for a higher frame rate. Off by default for Gran Turismo 5. - Gran Turismo 5 from a fresh install:
- It no longer freezes on a black screen after the intro, or at race starts. An SPU that reached new code
stopped until that code was compiled, and the game lost a job-queue start in that pause. Official RPCS3
freezes there too. For GT5, new SPU code now runs in the interpreter while it compiles in the background. - Text is no longer garbled in VR, and the menus show on the fixed screen. Both broke with the game's default
Adjust Display Area setting (0.9), the one every fresh install has.
- It no longer freezes on a black screen after the intro, or at race starts. An SPU that reached new code
- Gran Turismo 5's pre-race views and flybys stay at your Resolution Scale on the fixed screen. Switching to
a lower scale and back could hang the race start.
Known issues
- Gran Turismo 5: savestates load paused only with a pad connected; car paint can turn multicoloured after some
savestate loads. - Gran Turismo 5: shadows can flicker, e.g. dark patches on the number plate of a car ahead.
- Gran Turismo 5: a car level with you is only partly drawn when you turn your head towards it (the game culls
what is behind its camera). - God of War: tutorial messages (e.g. "Press and hold R2 to open chests") don't show in the headset while the
game waits for them: the game seems frozen until you press X. Afterwards the message can stay on screen,
and the pause menu can show black. Also in vr9. - Sonic: a savestate made with the home menu open loads onto the pause menu.
- SEGA Rally: savestates need Compatible Savestate Mode and Disable SPU GETLLAR Spin Optimization.
- Ratchet & Clank 2: the opening video is stretched vertically.
- MotorStorm: tree shadows look stepped at a distance (the game's own shadow resolution).
RPCS3 VR v0.0.43-vr9
RPCS3 VR vr9
New playable games (7)
| Game | ID | Sustained in VR |
|---|---|---|
| Dragon Age: Origins | BLUS30415 | 120 Hz |
| Ratchet & Clank | BCUS98282 | 90 Hz |
| Ratchet & Clank 2: Going Commando | BCUS98282 | 120 Hz |
| Ratchet & Clank 3: Up Your Arsenal | BCUS98282 | 90 Hz |
| Sonic & All-Stars Racing Transformed | BLUS30839 | 90 Hz |
| SEGA Rally Revo | BLUS30068 | 72 Hz (90 on the track) |
| MotorStorm: Pacific Rift | BCUS98155 | 72 Hz (needs Write Color Buffers on) |
Game patches are bundled and on by default; see vr-games.md for each
game's settings, options and known issues.
New VR settings
- Camera X / Y / Z Offset (Z was Camera Depth Offset): move your viewpoint right/left, up/down and
forward/back, up to 20 m each way, in the settings and the home menu's VR page. - Camera keys in game: arrow keys move X and Y, Ctrl+Up / Ctrl+Down move Z (5 cm a press, hold to repeat),
Backspace puts the camera back. Change them under Configuration > Shortcuts. If your keyboard is set up as a
pad, the keys also reach the game. - HUD Depth now goes up to 30 m, to follow a far camera.
- Game options in the home menu's VR page for games whose profile offers them, such as MotorStorm
(Highest Detail Models, Simpler Other Vehicles, Fewer Shadows). - Headset-shaped eyes (Headset Eye Shape, on): each eye is rendered at the headset view's shape, so the
same detail costs fewer pixels.
Fixes and performance
-
Faster RSX thread in draw-heavy games: cheaper per-draw lookups,
texture cache, vertex program and pipeline caches, push descriptors. -
Head-driven culling: scenery beside a turned head is no longer missing (MotorStorm, SEGA Rally).
-
Paused frames keep their pose; the desktop mirror shows the headset's eye shape.
-
Games with a VR profile run at 720p output whatever the Resolution setting says.
-
First run of a game is right too: VR games no longer draw through the shader interpreter while their shaders
compile (the HUD and menus were misplaced on a cold shader cache); a draw waits for its shader instead.
RPCS3 VR v0.0.43-vr8
RPCS3 VR vr8
New games: God of War and God of War II (BCES00800, God of War Collection, UK disc)
- Both playable in VR at your headset's refresh rate, at real-time speed. Start them from the collection's game selector.
- God of War: the VR patch "QTE button mashing at any frame rate (VR)" is on by default and keeps the button-mashing QTEs winnable above 60 FPS.
- The menus, the pause menu and the Power Up screen show on a flat screen in front of you.
- Known issue: about once in eight boots the switch from the selector into the game crashes; start it again.
New game: Dante's Inferno (BLUS30405, US disc)
- Playable in VR at your headset's refresh rate, at real-time speed.
- VR patches on by default: "Wider view (VR culling)" draws the scenery at the edges of the headset view, and "Disable camera shake (VR)" removes the screen shake on hits.
- The splash screens, menus and intro movie show on a flat screen in front of you.
New game: Asura's Wrath (BLUS30721, US disc)
- Playable in VR at your headset's refresh rate, at real-time speed.
- Patches on by default, nothing to download: "Wider view culling (VR)" stops buildings and objects popping in as you turn your head, plus the community patches Unlock FPS, Disable Motion Blur and Disable Depth of Field (bundled).
- Cutscenes show without the letterbox bars.
Improvements
- Updated to RPCS3 0.0.43.
- Faster stereo rendering: both eyes are drawn in one pass (multiview).
- World Scale in the VR settings, up to 1000%.
- No community patches needed for any listed game: Tales of Xillia's "60 FPS" is now bundled and on by default.
- A frame limit (including RPCS3's online per-game settings) no longer holds VR games at 60 FPS; the VR Frame Rate setting controls the rate.
- Savestates: states made from a game folder load with the ISO in your library, and more states resume correctly.
Game Fixes
- WipEout HD: Detonator spheres, weapons and explosions are now in 3D, and the track no longer disappears above and behind you (patch "Wider view (VR culling)", for both disc 02.00 and update 02.51).
- Bayonetta: the Dark Trigger glow and the tree canopies are fixed.
See vr-games.md in the zip for the full games list and settings.
RPCS3 VR v0.0.42-vr7
RPCS3 VR vr7
New game: Tales of Xillia (BLUS31006, US disc)
- Playable in VR at your headset's refresh rate.
- Required: DO NOT SKIP THE FIRST SPLASH SCREEN - this will freeze the game!
- Required: turn on the community patch "60 FPS" in Manage > Game Patches (download the patches there first if the list is empty). The VR build's patch "Frame rate follows VR" is on by default and keeps the game at real-time speed at the headset's rate. Patches apply when the game boots, not when a savestate is loaded.
- Menus show on a flat screen in front of you.
New game: Super Stardust HD (NPUA80068, PSN)
- Playable in VR at your headset's refresh rate, at real-time speed. No patch needed.
- Install the game's .pkg and its .rap licence with File > Install Packages/Raps/Edats.
- The planet floats in front of you like a tabletop model; World Scale in the home menu's VR tab changes its size. The title, menus, demo and game over screens show on a flat screen in front of you.
Improvements
- More menus, pause screens and videos are shown on a flat screen in front of you instead of following your head.
- Stereo rendering performance improvements.
- Better automatic VR profiles for new games.
See vr-games.md in the zip for the full games list and settings.
RPCS3 VR v0.0.42-vr6
RPCS3 VR vr6
New game: Killzone HD (BCES01743, European disc)
- Playable in VR at 90 FPS. The patch "Frame rate 90 FPS (set Vblank Rate 90)" is on by default
- Required: right-click the game > Create Custom Configuration, and turn on Video > Write Color Buffers and Read Color Buffers. Without them the 3D world is black in levels.
- In the headset the film grain is off, the aiming reticule is smaller, and the HUD sits further away (4 m). Intro and menu videos play at 60 FPS.
Improvements
- New HUD Depth setting (home menu > Settings > VR): how far away the HUD and menus appear, 1-10 m. Auto uses each game's own distance, otherwise 2 m.
- Menus, splash screens and videos are fixed in front of you with the right shape from the very first frame.
- The PlayStation button icons now show in RPCS3's menus in the headset.
- Stereo performance improvements.
See vr-games.md in the zip for the full games list and settings
RPCS3 VR v0.0.42-vr5
RPCS3 VR vr5
New game: Bayonetta (BLUS30367, US release)
- Playable in VR at your headset's refresh rate.
- The patch "Unlocked frame rate (real-time above 60 FPS)" is on by default. Without it the game ran 1.5x too fast above 60 FPS. With it, combat, movement and timers run at real speed at any rate up to 240 FPS. Patches apply when the game boots, not when a savestate is loaded.
- Recommended: Video > Multithreaded RSX on.
- Known issues: some menus show visual glitches in VR.
Improvements
- Lower CPU cost of stereo rendering, for higher, steadier frame rates in busy scenes.
- Fixes for games that copy their rendered scene, and for motion blur that smeared moving characters in the headset.
- Better automatic VR profiles for new games.
See vr-games.md in the zip for the full games list and settings.
RPCS3 VR v0.0.42-vr4
Demon's Souls added (BLUS30443, US release): headset refresh rate
Frame rate: the headset's refresh rate by default; a slower PC can choose a lower rate with the VR Frame Rate setting. The patch Unlocked frame rate (follows Vblank Rate) is on by default (the community Unlock FPS patch): game time follows the real clock, so running and rolling keep real speed at 90 FPS. Below 20 FPS the game slows down.
Patches on by default: Disable Motion Blur (it followed the game camera, not your head) and Wider view (VR culling), which draws more of the world around you (130 degrees by default; lower it if frame rate suffers, or set 43 to play without VR). The VR profile also turns off the game's depth of field, which blurred the floor and the edges of the view.
Cutscenes: in-engine cutscenes play at the full frame rate: the patch Smooth cutscenes (on by default) interpolates their camera and object tracks, which the game steps at 30 per second. Pre-rendered videos (30 FPS) play on a fixed screen in front of you, placed by the HUD settings. Patches apply when the game boots, not when a savestate is loaded.
RPCS3 VR v0.0.42-vr3
Third VR build of RPCS3 (based on 0.0.42 Alpha): selected PS3 games rendered in stereo 3D in a PC VR headset (OpenXR, e.g. SteamVR), with head tracking.
New in vr3
- Ridge Racer 7 is playable in VR at native headset refresh rate
- Shadow of the Colossus camera is fixed, decoupled from the extended field of view patch
- OFXR Bridge Compatibility you can now use https://github.com/djules75/OFXR-Bridge in order to generate missing frames. This is most useful in Shadow of the Colossus where on a 90hz HMD you can now set the frame rate to 45fps and use OFXR Bridge to generate 90fps. It does introduce some ghosting, but is very smooth
| Game | ID | Suggested Framerate |
|---|---|---|
| WipEout HD Fury | BCES00664 | Headset refresh rate |
| Pure | BLUS30182 | Headset refresh rate |
| ICO | BCUS98259 | 30 FPS (Needs Driver Smoothing) |
| Shadow of the Colossus | BCUS98259 | 60 FPS (no maximum) |
| Ridge Racer 7 | BCAS20001 | Headset refresh rate |
VR profiles and patches are included. Extract the zip to a folder you can write to, start your OpenXR runtime, then launch a game; VR switches on by itself for these games. See vr-games.md in the zip for installing, per-game settings and known issues.
No automatic updater: get new VR builds from this releases page.
RPCS3 VR v0.0.42-vr2
Second VR build of RPCS3 (based on 0.0.42 Alpha): selected PS3 games rendered in stereo 3D in a PC VR headset (OpenXR, e.g. SteamVR), with head tracking.
New in vr2
- Shadow of the Colossus is playable in VR at 60 FPS, with its own VR profile and patches (Disable MLAA, Full Pixel Mode, Disable Mesh Trimming, Wider view).
- New VR Frame Rate setting (replaces Match Headset Refresh Rate). Each game runs its own default until you choose a rate. WipEout HD and Pure default to the headset's refresh rate.
- Known issue: on the first run of a new install, ICO's menus and HUD may not show correctly (not scaled into the HUD box). They are fine from the second launch.
| Game | ID | Suggested Framerate |
|---|---|---|
| WipEout HD Fury | BCES00664 | Headset refresh rate |
| Pure | BLUS30182 | Headset refresh rate |
| ICO | BCUS98259 | 30 FPS (Needs Driver Smoothing) |
| Shadow of the Colossus | BCUS98259 | 60 FPS (no maximum) |
VR profiles and patches are included. Extract the zip to a folder you can write to, start your OpenXR runtime, then launch a game; VR switches on by itself for these games. See vr-games.md in the zip for installing, per-game settings and known issues.
No automatic updater: get new VR builds from this releases page.