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R.E.A.L. VR mod for Dark Souls: Remastered (180 fps babe!)

Hey guys, it's that time of the month again! Hold on tight to your headsets, because the performance of this game is going to blow you away []-D

Check out the video above to see dear friend and indefatigable VR content maker Beardo Benjo play in first person through the initial 30 minutes of DS:R. Some quotes from his very serious approach to boss combat: "You look amazing! Let's get 'round that big bum of yours. Look at that big booty! Giant, chunky booty. It wobbles! Ooh, I never noticed the jiggly wobble before..." Remember to like and subscribe because his channel is a must-watch for VR lovers!

Dark Souls: Remastered is the first game in my mod series which has an engine capable of rendering 180 frames per second on modern machines, even at the super-high resolutions needed for VR. So finally we get to experience alternate eye rendering in its full glory! For a more in-depth discussion on this, please keep reading until the "AER vs R.E.A.L." section at the bottom.

Quick setup

Installation is very simple.

Graphics settings

This game doesn't offer many settings to tweak (and it doesn't really need to, because performance is already excellent). RealConfig will give you defaults known to work well in VR. As usual with my mods, do not change the Display mode from Windowed and always leave Vertical sync and Motion Blur set to OFF. You can tweak everything else, although my personal recommendation is to set Anti-Aliasing to "FXAA High" (in this game we're not forced to use TAA, yay!), Depth of field to OFF, Ambient Occlusion to ON.

The most important parameter you might want to change depending on your system is the Display Resolution. RealConfig sets it to a default of 2432x2432. If you have a powerful GPU however, you can push it much higher while still hitting the magical 180 fps figure! To be precise, the crucial number of frames per second where the game will look perfectly native is twice the headset refresh frequency, so if you have a Quest 2 with default settings your target frame rate will be 144 fps, even easier to achieve.

Online/offline play

FromSoftware has long since turned off the multiplayer servers for DS:R, so the game will automatically select the offline mode (which allows for mods) and no anti-cheat-disabling solution will be required.

That might change in the future, as FromSoftware has committed to gradually bringing their servers back online. But for now there is no multiplayer and no need for special tricks.

No third-party utilities or manual configuration of any kind are necessary, as my mod takes care of everything:

Before installing my VR conversion, please remove all other mods you might have installed for the game, especially if they mess with the camera, field of view, game speed or frame rate. I will try to resolve conflicts and make my mod cooperate with others in the future, like I did with Elden Ring, but for the moment this release assumes that you have a pristine, untouched version of the game.

If you already played Dark Souls: Remastered in the past, your old 2D saved games will work without problems.

Interface

Similarly to my Elden Ring VR conversion, this mod for DS:R implements my new Quick Menu system:

You can bring it up at all times during gameplay by pressing Back+Start on the controller (Select+Start with a PS-style gamepad) or Pause on the keyboard. Note for returning users: there is no "double trigger" gesture for this game.

The Quick Menu behaves in a very special way: it will freeze action while it's open (something the original game never allows you to do, not even while you're navigating its own menus) and it will immediately react to buttons or stick actions on the gamepad. Basically it's meant to be a collection of shortcuts that lets you make the most important changes to the VR mod configuration instantly, especially when muscle memory has set in and your fingers already know where to go, without navigating complex menus and breaking the flow of the game.

You can still access the traditional R.E.A.L. VR mod overlay, either by pressing A or Cross when in the Quick Menu, or by double-clicking on Back+Start instead of single-clicking. The full overlay is needed if you want to set the automatic save backup interval for example, or change the world scale.

As you can see in the picture above, from the Quick Menu you can do all sorts of things like:

Special VR cameras

Like other Souls games, the original flat version of DS:R only has one distant camera, which usually hovers about 3-5 meters behind your character and can get even farther during combat or fast movement; the original camera also has the peculiarity of shooting up in the sky whenever you get close to a locked-on enemy, which I find extremely annoying in VR because it forces you to look down toward your feet to see the action, as if you were sitting on a drone.

I left it in for purists (although you can fine tune its position using the offsets shown in the Quick Menu), but the default for the VR mod is my "Closer" camera, which is about half the distance and won't swing up wildly every time you approach enemies.

Then, if you want to actually be in the thick of action, there is the "R.E.A.L. close" camera, which gives you an over-the-shoulder view that allows you to see everything without feeling left behind.

And last but not least, I implemented a full first-person camera, which can be selected at all times; I didn't make it the default choice however, because it's not for the faint of stomach! It is actually attached to the character's head, so it will react to everything the character does: jumping, crouching, rolling (the horizon will stay level though, like in my Elden Ring mod). It really transports you into the Dark Souls world. As you can see from Beardo Benjo's video above, the first person camera also implements my new smoothing system to automatically get rid of head bobbing.

An important reminder if you want to play in first person: since your in-game character can be customized in many different ways, and equipped with all kinds of armor and helmets, it is quite possible that the first person camera might not be in the perfect place for you. That's what the customizable offsets are for. You can fine tune each camera so that it's in your favorite position and it won't clip into anything; the offsets will be remembered when you switch cameras and also across different game sessions.

Presets

Just like Elden Ring, my previous conversion, Dark Souls: Remastered relies on very fast combat, with a lot of rolling/dodging and wild camera movements. That's why this release also supports Presets, the final element of the Quick Menu. There are 4 independent presets, which can be fully customized by the user. For every preset you can select tourist mode on/off, control the game speed, choose the camera type and the render mode.

With my defaults, the presets are intended for the following functions:

Again, the presets (like everything else in the Quick Menu) are meant for instant access, as if they were combos: for example, if you're exploring in first person with the "Left" preset and suddenly find yourself attacked by a huge monster, the three-button combo Back+Start -> D-Pad Right will immediately slow down time and bring you to a more comfortable position behind your character.

Slow (or fast!) motion

If you want to turn your boss fights into epic slow-motion affairs, where you have all the time you need to study the adversary and choose your strategies, while simultaneously taking in every detail of the models and animations, you can customize a preset so that it uses the first person camera (perhaps in Mono mode for maximum fluidity even on weaker GPUs) at a time scale of around 0.2x to 0.5x. Or if you're a veteran of the series and want to be punished even harder, you can also set the speed to higher than 1x for an insane challenge ^_^

Known issues

AER vs R.E.A.L.

All my mods use AER (Alternate Eye Rendering). Despite what some people believe, that is not a philosophical or religious choice, or one I made because I'm lazy, but one of necessity :-)

I specialize in converting huge, open-world games (like GTA V, RDR2, Cyberpunk 2077, ...) that even on modern top-end hardware often struggle to keep a steady 60 fps frame rate. And that's in 2D, in the original configuration the games were designed to run on, and with resolutions up to 4K or 8 megapixels.

VR needs at least the same resolutions (different aspect ratio, but about 8 megapixels or more depending on the headset) with the added complication that the view must be rendered twice, for the left and right eye, and with the stringent requirement that frame rate must never go below 45 fps and should really stay around a minimum of 70-80 fps for a good experience.

So, on one side we have the original 2D games barely hitting 60 fps total, and on the VR side we need at least 70-80 fps per eye, so 140-160 fps total, and we'd also like to be pushing higher resolutions.

It should be self-evident that, no matter how good a modder's skills or how vast the amount of coding time invested, there is a physical impossibility in taking a game that runs at 60 fps total and magically making it churn out more than double that frame rate, even discounting the fact that VR inevitably adds some overhead and that resolution might need to be even higher.

To solve that paradox without dumbing down the game graphics horribly, I decided since my first GTA V mod to adopt the alternate eye rendering (AER) technique. In a nutshell, what I do is have the game render alternate views (left eye, then right eye, then left again and so on) and reproject the eye which is not being rendered at any given time. That gets rid of the 2x factor, because with AER 70-80 fps total are equivalent to 70-80 fps per eye (you no longer need 140-160 as the missing frames are being reprojected).

If your system is configured and running correctly, the only disadvantage of AER is that objects/characters in strong lateral motion exhibit a sort of border doubling that we call ghosting. It's an illusion (in fact it cannot be captured on video, not even through the headset lenses) caused by the double flashing of the same image, when the brain would expect a smooth frame-by-frame movement. Most people learn to "unsee" it pretty quickly, and as with all visual defects, it will bother you the most if you dwell on it. If you concentrate on enjoying gameplay (and again, unless you have some other problem on your system which is making the renderer work incorrectly) it should rapidly fall below your threshold of perception.

That said, it's important to understand that the issue is not an intrinsic fault of alternate eye rendering: it is strictly caused by the game engine not being able to sustain a high enough frame rate. One of the reasons why I chose the Dark Souls: Remastered title for this new mod is that it clearly demonstrates this fact, because its engine is both very well written and old enough to finally deliver the 180 fps (or twice the headset refresh rate, so 144 fps for a Quest 2 in the default configuration) that are needed for alternate eye rendering to work without reprojection. As you will see, the game looks perfectly "native", and there are no ghosting artifacts whatsoever.

This hopefully should also dispel the myth that simultaneous frame rendering (i.e., freezing game time between the rendering of the left and right eye) is necessary for VR to look correct. When the engine is capable of full frame rate, and no reprojections are needed, the AER tech that I also use in this Dark Souls: Remastered mod is indistinguishable from simultaneous rendering. As a side note for developers: even when reprojection is required due to low fps, simultaneous frame rendering is not a good idea because all it does is increase the latency of one eye by the amount of wall-clock time that you have to wait until the frame for the other eye has finished rendering.

Finally, you will notice that this 5.0.1. release defaults to "R.E.A.L." instead of "Stereo (AER)"; this mode was already available for my earlier mods, but it wasn't set as the default, and several people asked me what the difference was and how to determine the best configuration.

"R.E.A.L." mode (in the context of my work) simply means AER but without a half-rate cap. In VR there is implicit and compulsory v-sync to the headset refresh frequency, not for a technical limitation, but because Oculus and Valve decided that there should never be tearing in the images shown by the HMD. So if your headset is refreshed at 90 Hz, the game will never be allowed to render more than 90 fps per eye, which is equivalent (as we discussed) to 180 fps total if you want zero reprojection, or 90 fps or less if you reproject the eyes alternatively.

With the "Stereo (AER)" mode, my mod will limit/cap the game engine fps to the headset refresh frequency (always forcing alternate eye reprojection), so that the ghosting artifacts have the same width every frame and the amount of stuttering is kept down to a minimum. That helps the brain tune out the effect, because we're very good at ignoring repetitive stimuli.

With a game engine that can approach or exceed double the refresh rate (144-180 fps) however, it makes no sense to force reprojection, and it's better instead to allow the engine to render as fast as it can. That's what the "R.E.A.L." mode does.

TL;DR: for games that can barely hit 72-90 fps as measured by the mod internal frame rate counter, it's best to set the Render mode to "Stereo (AER)" because the artifacts from alternate eye rendering will look more regular and will be easier for the brain to adapt to. For games that can render at much higher speeds (144-180 fps) it's best to select "R.E.A.L." because the artifacts from alternate eye rendering will disappear completely as you approach double the headset frequency.


Enjoy this Dark ride into the realms of the Undead, and let me know what you think!!!

R.E.A.L. VR mod for Dark Souls: Remastered (180 fps babe!)

Comments

Same here. There doesn't seem to be any "tilt" to the vertical camera, just goes straight up and down. I've been searching for a solution, but I'm guessing from the lack of responses this is just the way the mod is. Bummer, because it's unplayable for me and I read Elden Ring is the same way. Even a camera lock, as you mention, would suffice.

Jay Shell

Hello, thank you for the great work you are doing with your mods, I really like them. I wanted to ask you if there is a way to block the movement that the camera makes when moving the right stick up and down? This causes uncomfortable situations in which enemies appear right in your face, or objects that do not appear or errors on the stage, invisible doors, etc... I don't know if this has an easy solution, if so, I apologize. Thank you!

Romny Noa Acosta

Hey Luke! Thanks a lot for the support. You saved me :-)

Lammrag

Hi Lammrag! That's not from the mod, it's a developer setting in the OpenXR tools for WMR. It's called "Display frame timing overlay", make sure that it's turned off

LukeRoss

Not sure if I am just missing something... But when playing Dark Souls in VR - which works great! - I always see a small green box overlay at the top left which shows current refresh rate, etc. - I don't see this box in other Steam VR games so I expect it is coming from the mod? Can I disable it? I did not find an option to do so in the Real Mod settings overlay, even when switching to advanced settings. Can someone support? ;-)

Lammrag

That's the spirit!!

LukeRoss

Oh I'll definitely be going first person the whole way! :D

AliceRises

You're very welcome, and yes, the game changes so much when played in VR and (if you're feeling bold) in first person!!!

LukeRoss

Hi Luke, happy to be supporting your work! Turns out that's exactly what it was, we were using a previously modded version. So we did a fresh install, and now everything is working well even with the default settings. Thanks so much for the help. The mod has been super impressive already, and it's going to be a blast playing through the game again in this way!

AliceRises

Hey AliceRises, welcome! Your PC should be fine for this game. Do you have any other mods installed? Have you tried verifying the game files with Steam?

LukeRoss

This mod is awesome, but the game keeps crashing on me in undead Burg. I have everything as low as it'll go, and I switched to mono and single as well, but I still can't play for more then a minute before the game crashes. Could it be my PC isn't up to the task, or maybe something else? Here's my PC specs: Radeon RX 580 4GB AMD Ryzen 3 3200G 16GB Ram Windows 10

AliceRises

Someday I will get around to finish the Dark Souls series, I promise!

LukeRoss

Amazing. Thank you

Alberto Delgado

Would gladly pay $200+ for dark souls 2 and 3 to have vr support! you got me hooked!

Lando

yeah that would be insane in VR

Tomo

Mass Effect 1 2 or 3...just dreaming of it....soo many hardcore fans would jump..even if not perfect..

Lesley Foster

Hahaha, that's insane! Also, Witchfire looks like it should be awesome in VR :-D

LukeRoss

you're killing me. every time i make a wise comment about playing some game when it comes out in VR to my son. you sure enough make a mod for it. cough don't make a mod for witchfire cough

Todd Stephenson

Thank you Michael!

LukeRoss

Hehe, that's so true <3

LukeRoss

It's probably related to frame timing. The game was hard-coded to run at 60 fps on PC, and everything in DS:R is tied to the frame rate: movement speed, key autorepeat, physics, animations, jump length, weapon degradation... You name it. In fact no other modder in the world (that I know of) has been able to unlock the fps cap for this title. Sorry, a little bragging there, hehe []-D I had to tweak so many computations to make the game work at arbitrary frame rates (and with a speed slider!) that it's quite possible I missed one or two. I'm still working on the game though, if I find additional ways to fix it I will make a new release!

LukeRoss

Welll.. This is mighty impressive! Its the first in 5 years owning VR I spent around 8h in a row without stop.. I run 4k * 4k with 150 FOV (Pimax 8KX) at stable 90 Hz, 2020 texture modpack on board.. Actually speaking, this port has brought back hope to me that VR really makes sense i\n current gen. Looking forward your next ports for some "old but gold" gems. PS. I constantly have a bug/glitch that character gets collision on some random steps/terrain elevation height differences. Only way to deal with it is to turn character around like 360 degrees and try again untill succeded. Never encountered this on console/switch or any other version.. Anyone has the same?

Nuclear.Penguin

Also I remember you weren't that into Souls genre before either so I'll retain some hope. :)

drowhunter

This is fantastic! Cheers mate

Mikey B

If you mean the original game menu (as opposed to my mod overlay) the key is Esc. The game window should be in the foreground for it to accept keyboard input

LukeRoss

Thanks!

LukeRoss

I can not open the in-game menu. I tried everything - Esc, End, num lock 0 - nothing works. How to achieve this?

LowRider

спасибо за мод

stas killer

The graphics are older but so much cleaner in actual 3d. Its so nice to not have all the shimmering when playing in 3d. With Reshade the picture is soo crisp and clear, even when enjoying the world design from far distances.

Brandon(Post Maester)

I have this issue sometimes as well. I am on an x570 mb and have usb issues sometimes in general though. You can try unchecking and rechecking controller support in steam controller options. That has worked for me before.

Brandon(Post Maester)

Hi Luke. I am unable to get my xbox controller working in dark souls remastered with your mod. I've tried it with a usb c cable and with the xbox wireless adapter. it works fine within the vr overlay, but the game itself is not responding to controller inputs, only mouse and keyboard. Any ideas? Thank you.

Nicolas Molina

I came for the games, stayed for the incredible in game Graphics! it amazes me everytime how you can be 'inside' the game and explore it like Horizon Zero Dawn, Cyberpunk and RDR2. Now with Elden Ring we have the best Souls like game which is hard to top on any level, so the Dark Souls game was indeed a surprise as it never reaches Elden Ring status. Not for me, the graphics are just too boring.. its a miss I would love to see God of War however!! to experience those Big ass bosses in VR would be incredible... and of course a lot of amazing game prospects coming up, the 'Uncharted Series' I think is a 100% MUST in VR - right Luke?

Tomo

Days Gone would be amazing in VR.

Grocs

That’s right only computer ported games work, sorry. Yah there is so many games to think of. And I’m enjoying your RDR2 mod by the way. If I were to pick one I would choose a Luke Ross VR mod of Days Gone. Thanks again.

jmarquez151

Red Dead Redemption was never ported to PC! Unless you mean RDR2, in which case scroll back through my posts :-D

LukeRoss

Days Gone, Bioshock , Last of Us ,Uncharted series, Gears of War ,Dead Space or Red Dead redemption ….so many past gen games to choose from. I think all past generation games should give great performance translation to VR.

jmarquez151

That's awesome, thanks for reporting back!!

LukeRoss

Yay!!

LukeRoss

That's not 100% correct. Single-pass stereo theoretically offers some benefits, but almost nobody is doing it. The reasons are that it only works on certain GPUs and on certain headsets, the performance improvements are not that great, and it only helps when the rendering is geometry-bound, which is almost NEVER the case these days. All modern games are shader-bound. So it's a lot of work (especially trying to mod it into an existing engine) for basically no return: https://iliaskapouranis.com/2020/07/13/is-single-pass-stereo-worth-it/

LukeRoss

I swear, this is the warmest community on all the Interwebz!

LukeRoss

Not sure, because it's the same up and down motion that I need to eliminate to get rid of the head bobbing...

LukeRoss

You're probably CPU-limited in RDR2. To check that, you might try enabling DLSS: if it makes no difference your CPU is the bottleneck

LukeRoss

Thank you for the feedback and the numbers! Don't know how the same studio could regress so much in performance between DS:R and ER :-/

LukeRoss

Great performance! Rendering on 4k x 4k in 90 Hz mode on Pimax 8kx with 2020 texture update. Looks gorgeous and tbh better then eldenring due to the higher usable resolution (in my case ER 2.5 x 2.5 vs DS 4k x4k) in addition to FOV Small in ER and Large on DS ;D Using 6900 XT card

LetsPlayGoodGames

Same Problem here pimax 8kx user. Addtitionally my charakter wont stop hitting with his weapon without input :D This random hit input does not happen when I disable VR inside the mod. Edit: Clean reinstall seemed to fix my problems.

LetsPlayGoodGames

Love it! Great idea, ill dive in in a few days. +1 for a proper Bioshock 1-3 VR mod. This would be so great.

Sebastian Paulmann

Crashes for me after about 1 minute every time with Reverb G2. Might be WIN 11 Insider Preview but no other VR / games has these problems. Any idea?

Pierre Aden

Very well explained; I was wondering about R.E.A.L. vs AER. For us people in RDR2 or other games, does this latest version have any effect? Should I upgrade? I get at an average of 50fps, and 30fps in high activity areas, even with the lowest possible resolutions so I'm still experimenting with how to increase that so I'm not sick from playing. (Intel i5 67K, 50GB RAM, RTX 3070 16GB, Quest2)

duke54

Only bought this a month or 2 ago, good timing :). Do u think youl be able to fix the climbing stairs?. Its weird its like he shrinks climbing up stairs lol

Nicky Butler

me too

Tomo

I want to give you a tight hug!!! XD

Francisco Torres

Just for being picky, AER needs double CPU power than "normal" VR ;) Also more GPU power than if you use single pass stereo ...

Cercata

I thought Far Cry 5 maybe, given the poll we had.

B A R O N

Luke Ross: This is not a complaint or angry post :) I'm just wondering if you have some sort of plan of what games to mod in the future? I've now been a patron for over (?) a year i think, but the only game I've played of the all the mods you made is Cyberpunk, the rest have 0 interest for me. So i would like to know what the plan going forward is, and if its worth it for me to continue supporting you. I mean, I want to get something back from what I pay (that sounds so harsh, but its not meant that way).

MrTee

OLD games are the best !!!!! I want NOLF !!!!

Cercata

Cheers Luke - amazing stuff. I'm still tweaking but get 180 fps without ASW even turned on at 3088 x 3088 resolution via Virtual Desktop on Ultra setting. Runs great on the RTX 3070.

Grocs

I am with Beardo on this one! The world design in this game is incredible. After some reshading this mod looks fantastic in 3d which has been an issue for me with the others (can't handle all the shimmering for very long) Also installed the 2020 texture pack. I am super excited to play through this one! Hope to see more older games like this get the REAL treatment.

Brandon(Post Maester)

Cool!. Kind of samey as Elden Ring. Was hoping for something different.

drowhunter

Dude your awesome, thanks! First play through of Dark Souls, for me!

jmarquez151

<3

LukeRoss

Thanks Luke for your amazing work, I'm always excited when patreon drops a LukeRoss notification :)

Sascha

Cool!! What resolution can you push with the 2070 Super before frame rate begins to drop from 144 fps?

LukeRoss

Glad it works well for you! Are you a fan of the game? The whole series?

LukeRoss

Thank you!

LukeRoss

If you run the Index @144 Hz, AER will be plenty. However I think that you would get even better results by using R.E.A.L at 90 or 120 Hz

LukeRoss

Works like a charm on Quest 2 with Airlink, RTX2070S :)

Crapautard

So if we're running an index on 144Hz mode the game would need to be hitting 288 fps consistently for R.E.A.L to be viable? Maybe when we get to Nvidia 5090TI it will be possible 🤣

Bryan

Luke, your on a role with these mods keep up the super work!

Jesse

Thanks so much. This is something I've been long hoping for. Runs very smooth and looks great.

aaron milstead

Have you tried restarting the game after the change?

LukeRoss

Sooner or later there will be some BioShock!

LukeRoss

Reverb G2 -> mod ask me to use OpenXR due to tracking problems in steamvr. Confirmed OpenXR -> game starts flat, no VR at all :-(

Critical

Thanks Luke. This is actually a game I have never played, hu... I wonder if the game companies see a bump in sales when you release these mods, as the makers dark souls are about to see at least one extra sale (to me) due to your work. Nice to see the classic games getting some love and taking advantage of the lower hardware requirements. What's next? Some Bioshock perhaps ??

Natasha Owens

So many games, so little time! I still haven't finished my playthrough of CP2077 :'-(

LukeRoss

With my other Patreon games, yes. With the other Dark Souls games, no :-)

LukeRoss

Looking forward to this! Playing Elden Ring got me doing another playthrough, will have to start over now :)

Brandon(Post Maester)

Nice, have not played this game in a while. This will be a treat. Does this mod also work with all the other games?

Vincent Baziuk

Indeed this will be your first one, the other ones were just simulations to help you survive in the underworld :P This time is R.E.A.L. !!!!

Cercata

Wowwww... dream come true. Time for my 3948th playthrough, but now in VR :D Thanks Luke!!

Andre Warringa

So the hints were what we thought, but we didn't want to believe it XD Shit, it's not for the prepare to die edition, uninstalling XDXD PD: If you use the word "blood", I'll think it's a Hint :P

Cercata


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