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Dark Souls III VR 2.0.0
Dark Souls III in PC VR, built from the ground up for picture quality and speed.
- Native synchronised stereo: the game draws both eyes in the same frame from the same head position.
- Each eye drawn for its own lens (off-centre, as VR lenses are): no pixels drawn that the lens cannot show; scenery at the edges of each eye stays in place.
- NVIDIA DLSS on each eye (its own history and motion per eye), Balanced by default; DLAA, Quality and Performance in the VR menu. Needs an NVIDIA RTX card.
- AFW as an alternative for slower PCs (one eye drawn per frame, the other built from the same frame).
- HUD on a floating panel; menus and loading screens on a screen in the room with fades; the game's fade to black covers the whole view.
- The installer sets the game's graphics options for VR starts only (your normal game keeps your settings) and moves any other 3D / VR setup aside, putting it back on uninstall.
Measured (same PC, RTX 4070 Ti, Quest 3 + Virtual Desktop 90 Hz, same spot, everything at maximum, Intel PresentMon median): this mod with DLSS Balanced 78 fps / 12.7 ms graphics card time per frame; DS3 VR 2.0.1 (geo-11 based) with DLSS Balanced 65 fps / 15.4 ms, without DLSS 43 fps / 23.0 ms. Details in the README.
Install: download DS3VR-Native-DarkSoulsIII.zip, unpack, run Install-DS3VR-Native.bat, start the game with the Dark Souls III VR shortcut. Needs Dark Souls III on Steam (App ver. 1.15.2). Full steps and known issues in the README.
Known issues: with DLSS on, one eye can occasionally turn black or show coloured noise (restart the game, or turn DLSS off); the headset picture sometimes froze after taking the headset off and on (restart the game).
Credits: bioshock-vr (MIT), Luma Framework (per-eye DLSS method), MinHook, Dear ImGui, OpenXR SDK, NVIDIA DLSS - see THIRD_PARTY_NOTICES.md.