Version 1.3.0 EARLY ACCESS (full TAA fix)
Added 2021-07-04 18:58:38 +0000 UTCSo, I already gave away the secret by putting a spoiler in the post title :-)
But it wasn't a big secret anyway because you knew what I was working on, as it was the most wanted improvement.
I have to admit that it was much harder than I first thought, and there were several days when the temptation to give up was almost too hard to resist, as it felt like chasing a mirage that always seemed to move just out of reach. The implementation of TAA in RDR2 is incredibly complex, and I literally had to fix up hundreds of rendering calls, with tons of undocumented parameters. On the plus side, that gave me an even greater appreciation for the incredible work that the developers have done in creating this amazing game.
Just a few examples: every horse mane that you can see is individually animated and antialiased at each frame. Visible reflections in the water, no matter how distant, are computed and motion tracked at every frame. All characters animations for one frame are captured and played back at the next frame to reconstruct exactly where each body point was previously and is now. All camera motions are compensated. Basically, the game keeps track across consecutive frames of the position on screen of every single triangle that the GPU draws (and we're talking millions of them), in order to be able to find the best possible temporal match for each of them to provide correct antialiasing. If the camera doesn't move, the game simulates a small jitter to generate more data for reconstruction.
Phew. Getting back to the release: the fix looks production-ready to me, and even though I haven't been able to test it extensively, I chose to enable it by default to make sure that all new users get it immediately. It does make a lot of difference visually, especially if your card isn't powerful enough to push the frame scaling to its maximum 5:2 value. All artefacts should be gone now, and I made sure this new fix is fully compatible with the smooth turning rotation compensation.
Update: the fix only officially supports the graphics settings that I include as presets with the mod. In particular, TAA must be on High. Medium offers no measurable performance gain and looks worse, so I didn't bother to fix it. Other custom combinations of settings might work, but it's not guaranteed.
As usual, I welcome your feedback, and if you find a mission or a world location where the fix fails please let me know in the comments (if it happens while free roaming, I'd appreciate it if you could upload a savegame with the precise location and some instructions to reproduce). I strongly believe in user freedom, so of course it's possible to turn the fix off and revert to the previous behavior (checkbox in the "Advanced" section of the "R.E.A.L. VR" overlay tab).
Final notes: at this point, given the results of the Patrons poll, I'm going to take some time (a few weeks at least) to extend the mod so that it can attach to DX11 and DX12 games. Most of my VR framework is already API-agnostic, but there are sections that for the moment only support Vulkan. However, your input was very clear: all most wanted games are DX11- and DX12-based, with just a few votes for old DX9 gems, and none of your requests was another Vulkan game, so that's the direction I will be taking now. Please note that attaching to a DX11 or DX12 game doesn't mean that the game is automagically converted to VR: each title still needs to be individually fixed as I did for GTA V and RDR2. However, it's a necessary preliminary compatibility step.
That doesn't rule out new improvements for RDR2 completely (in particular if new ideas come up that can be implemented with little time and effort), but it will be my main focus for a while.
Enjoy!
CHANGELOG
v1.3.0:
- completely fixed TAA for Stereo rendering (no more shimmering or haloing artefacts around characters and nearby objects)
v1.2.0:
- experimental automatic heading control for first person on foot, a.k.a. head-oriented locomotion (opt-in)
v1.1.0:
- fixed the crosshair depth when the mod is launched with rendering set to monoscopic
- implemented camera rotation compensation for smooth turning
v1.0.3:
- changed gamepad hooking to better support the Steam version of RDR2
- fixed an issue where the settings file could not be written because the destination folder did not exist
v1.0.2:
- fixed aiming (crosshair position and depth) for base window resolutions larger than 1080x1080
- increased the detection sensitivity for the "squeeze both triggers" gamepad gesture
v1.0.1:
- fixed a bug that could make the mod unusable for Patrons with an AMD graphics card
- optimized GPU usage (on most systems this should bring increased fps, more stable VR view, more fluid capture for video streaming, etc.)
- increased resolution scaling for the Very high preset from 3:2 to 2:1
v1.0.0:
- initial release
Comments
Hi Jon, did you check out the Troubleshooting post? https://www.patreon.com/posts/51552016
LukeRoss
2021-07-09 06:54:05 +0000 UTCSo i have subscribed for around 3 versions now.. I have hoped that each version might work for me.. but it just wont. It acts like its going to work, it shows the screen start to load inside my quest 2 but then as soon as the shotgun loads and fires.. the screen goes black to never do anything again beyond that point... Do you have any suggestions? Have you seen this before?
2021-07-09 04:46:22 +0000 UTCWe can't know ... the update can bring other things too ... we'll have to wait at least until a new ScriptHook is released
Cercata
2021-07-08 14:34:29 +0000 UTCI realy hope dlss doesnt brake this mod. Their will probably be an option to turn dlss off in game but just hope the update wont brake anything major. Recently got a new pc and love red dead in vr. 100s of hours of gameplay 👍
Nicky Butler
2021-07-08 14:00:09 +0000 UTCBtw, that's another system wide setting that's recommended to be off in MS Flight Simulator (go figure). It would be nice if all the settings could be made game specific (like HAGS, or for Reverb G2 owners, the openVR options).
FlyingWaffle
2021-07-08 13:39:37 +0000 UTCMan, those NVidia drivers, it's been the same problem with MS Flight Simulator, I'm still using the one from release time (like August 2020)....
FlyingWaffle
2021-07-08 13:35:43 +0000 UTCOn a side note, I’ve also noticed that turning ON “Hardware-accelerated GPU scheduling” (aka “HAGS”) in Windows 10 Graphics Settings gives me about a 7-10 FPS boost. With the above driver rollback and HAGS on, I can now sustain 80FPS now in my Rift S (80hz native) with the TAA Fix on - even in the middle of Blackwater with tons of NPC’s going by. RDR2 VR never looked better!
2021-07-08 10:21:05 +0000 UTCHeads up to all those having reduced FPS issues with the TAA Fix of 1.3.0 - After a great deal of troubleshooting (and fabulous PM help from Luke) rolling back my Nvidia Driver from the latest 471.11 version to version 461.72 has thus far done the trick. No FPS drops yet, and the TAA Fix works great with little to no performance impact! Luke has been checking it out too and is examining this. Later drivers than the 461.72’s for some yet unknown reason exhibit substantial FPS drops for me. If you plan on doing the rollback it’s wise to use Display Driver Uninstaller (DDU) first then install the 461.72’s. At the very least, make sure and choose a “Custom” install and check the “Perform a clean install” checkbox in the Nvidia installer dialogue. Feedback from other users who rollback to 461.72’s would be instrumental. (My system: I9-10900kf, RTX3090, 64GB RAM @3400mhz)
2021-07-08 10:19:53 +0000 UTCDid this version also increase performance? I am not a fan of any AA and always have it disabled and with the same settings as before I got about 3-5 fps more. Pretty sweet. :)
Hoshi82
2021-07-08 04:49:40 +0000 UTCI've also had to revert to 1.2 due to extreme drop in fps and increase in reprojection and graphical distortion in the HMD. Vive Pro Eye, RTX3090, 3800X, driver 471.11. All combinations of game TAA + REAL TAA fix settings were tested, only fully off rendered properly. The distortion is not visible in the desktop preview window so I'm not sure how to take a screenshot to share a visual. It's as though the image is rendered normally, then a ~4x lower resolution copy from ~50-100ms earlier is blended on top.
Ryan Thompson
2021-07-08 00:52:00 +0000 UTC"boosts frame rates and generates beautiful sharp images."... Sweeeeeet! :)
Miguel Augusto
2021-07-07 16:46:17 +0000 UTCDLSS comming in a week, the 13th July: https://www.rockstargames.com/newswire/article/9k1o55a5475aka/earn-your-blood-money-across-a-series-of-daring-robberies?utm_source=twitter&utm_medium=o_social&utm_campaign=rdo_announcement_bmtrailer-20210707
Cercata
2021-07-07 16:09:39 +0000 UTCAre you talking about the dot or aiming down the sights? The dot is always perfectly aligned with where you're shooting. For aiming down the sights, just recenter with the headshake gesture if you feel it's become misaligned
LukeRoss
2021-07-07 15:12:57 +0000 UTCIt does, make sure to follow the Quick setup steps in the README and to update Script Hook V from http://www.dev-c.com/gtav/scripthookv/
LukeRoss
2021-07-07 15:10:56 +0000 UTCHi, Luke had this to say when I enquired about the same thing you are after: ” Once you have reached a decent base resolution to make sure the HUD is readable (say 1080x1080), it's always best to go up with frame scaling instead of increasing the base resolution further, because many internal surfaces (not visible in the headset) will be rendered at the lower base window resolution instead of the higher internal framebuffer res. It's not a huge saving though”
Solomon Ginsberg
2021-07-07 14:27:22 +0000 UTCalso the aiming in the rdr2 mod is a little to the right and iv set the right eye as my dominant one so maybe its some sort of glitch
2021-07-07 09:58:28 +0000 UTCI just want to mention I really enjoyed rdr2 in vr so I wanted to try the gts5 vr mod but the release 7 doesn't seem to be working anymore
2021-07-07 09:53:42 +0000 UTCI gather it's this one "kSettingScale_Mode3o2 " in the xml but I havent managed to turn it down successfully .I want to up the resolution and lower the scaling - if that makes sense? I think it might deliver better bang for buck to up the resolution rather than the scaling.
Stuart
2021-07-07 03:08:24 +0000 UTCI have had good results with the 1.3 however with scaling on it does spike my fps. I have been playing with increasing the screen width window value with good results at 1680 x 1680 however the scaling seems to lock at 1.5x even when I lower it with the ingame setting. I want to lower this to to be off. When I do so it does not seem to stick.
Stuart
2021-07-07 03:06:59 +0000 UTCI have this happen on occasion and also had it happen on the last version. It's seriously nauseating when it happens. lol
2021-07-06 16:23:45 +0000 UTCI'm getting a strange behaviour now where sometimes (every now and then) the game just "stops" and keeps rotating slowly to one side. I then have to force leave the game and restart it to be able to keep playing. I don't even think it is when I reach any low fps count. I'm currently running a 3080 on Ultra settings. I think it didn't happen on the previous version and I believe it just gets inadvertently stuck on one of those "If the camera doesn't move, the game simulates a small jitter to generate more data for reconstruction." ?
Miguel Augusto
2021-07-06 15:49:46 +0000 UTCDoes that happen only when you look in a direction where you can see many NPCs, or always? What is your CPU usage when your frame rate drops?
LukeRoss
2021-07-06 07:13:20 +0000 UTCUnfortunately this doesn't work for me. It removes the halo / speckles around objects but reduced the frame-rate by a good 40%. I would prefer having very subtle speckles than a 40% drop in FPS.
dreamking
2021-07-06 06:26:20 +0000 UTCTried it last night and holy cow what an amazing difference! After tweaking some stuff I got it running pretty smooth. I still notice a weird stutter when I rotate with my controller but it tends to go away if I rotate really slowly or if I rotate my head. Also anything in game that forces my head to move, like locking on, will also cause this stutter. But even with that I am still loving this mod and am excited to see what game you tackle next. Thanks for making these mods dude!
Samir
2021-07-06 00:14:47 +0000 UTCI think you're noticing the same random rotation issue (I posted about it in another thread) that happens when holding a lantern, a bow, the binoculars, or swimming. It doesn't happen with empty hands or holding firearms (luckily!)
FlyingWaffle
2021-07-06 00:10:04 +0000 UTCHi Luke. I figured out why I was having so much trouble with the experimental head directional feature (head/body decoupling). For anyone out there who tries this feature but finds themselves twirling in circles every time they turn their real body, the reason is because the game begins with your character holding a lantern. And if you are holding something (or not on foot) the feature will not work. You need to progress to the first shootout scene when the game removes the lantern from your hand. Now the feature should work. I am still playing with the settings to get the best movement. If I can get it to work as well as it does in the GTA VR mod, I will be thrilled. Thanks Luke for all your work. Please don’t stop tweaking this feature. It really is essential for me.
zamphir
2021-07-05 21:53:10 +0000 UTCGreat, can't wait to try it out
The Merote
2021-07-05 17:12:28 +0000 UTCHey, it's only me or the Binoculars and scoped riffles are much more steady now ?
Cercata
2021-07-04 22:43:46 +0000 UTCYou most certainly do :-D Being bad is hella fun!
LukeRoss
2021-07-04 21:54:02 +0000 UTCThank you Solomon!! Yes, TAA must always be set on High (all my presets do it, even the lowest ones). There is no measurable performance gain setting it on Medium, so I didn't bother to fix that too. I just added this info to the post as an inline update.
LukeRoss
2021-07-04 21:53:42 +0000 UTCOMG, I have already beaten the game ... I'll have to make another playthough with Arthur Being Bad !!!!
Cercata
2021-07-04 21:32:37 +0000 UTCExcellent work Luke, this truely steps up your mod to the next level. Had a hick-up when first loading, with some very "artistic" graphics for wanting a better word. Once I set TAA to high the mod kicked in beautifully. Makes all the difference in the world to have clear edges on characters and objects. Well done once again!
Solomon Ginsberg
2021-07-04 21:15:37 +0000 UTCOn my system frame rate is basically unchanged. I tried to optimize the fix as much as possible, but it still needs to test and replace thousands of parameters on the fly for every frame, so there could be a small performance hit.
LukeRoss
2021-07-04 20:08:00 +0000 UTCYou're welcome (if I can trust Google translate...)!
LukeRoss
2021-07-04 20:03:56 +0000 UTCOooooo if I can turn down scaling I might be able to stream it finally! Thanks for the hard work! I just had a blast ripping around in the mountains last night with hud off
2021-07-04 19:55:19 +0000 UTCGreat work Luke! Sounds like it was a lot of hard work. Much appreciated. I look forward to testing it out & seeing the blurry halos gone. A quick question. Is there likely to be a performance hit or gain from this? Or will it perform the same as before?
VirtualmisterL
2021-07-04 19:29:18 +0000 UTC