github Disonomouss/RDRVR v0.8.12
RDRVR 0.8.12

4 hours ago

RDRVR 0.8.12

Requires RedHook v0.8 (not included); see the README for installation. Install over any earlier version (no need to
uninstall first). If you installed someone else's fork of RDRVR, uninstall that first.

Your settings are reset once. On the first start every player begins from the new defaults: the developer's own
settings of 2026-11-04, without the display settings and the holsters' weapon choices, the controls included (the
right controller's B is the game's X, the left X its B, the grips only grab; the gun hand's stick flicked up is RB).
Your old file is kept as %LOCALAPPDATA%\RDRVR\RDRVR.user.ini.before-0.8.12.bak. Set your display settings again in
the Display tab or the launcher.

Picture and performance

  • Single pass is the default: both eyes drawn from one walk of the scene, about a millisecond a frame faster. The
    shaders it needs are converted from your own game files in the background at the first start (RDRVR_Converter\);
    "Two-pass" stays in the Display tab.
  • Fixed: the frame rate could collapse to a few frames a second and stay there.
  • Fixed: John's shadow matches the body you see (his belt's and his hands' shadows fell where the game's John stood).
  • New: CAS sharpening (Display tab, off); the wrist HUD keeps only the radar and the ammo.

The launcher

  • RDRVR_Launcher\RDRVR_Launcher.exe opens on the desktop as the game starts: the picture settings, every menu
    setting and a picture of your controls, set before you put the headset on. Save & Play, or Close to cancel the start.

Moving in your room (Comfort tab, off by default)

  • Room-scale walking (John walks under you as you step), physical crouch, John turning when you turn. Recentre on
    getting on a horse or wagon (on).

Holding and holsters

  • Hold the grip to keep the gun: let go anywhere and it goes back to its holster; the knife, torch, lasso and
    throwables too. Put-aways are hidden on the way: no step, no holster animation.
  • Glowing parts: the part of the gun you work next glows on the gun itself. The weapon wheel's stick picks a gun.

Dual wielding and the free hand

  • Carry a long gun by its foregrip; the knife, the torch or a throwable in the free hand beside a gun; each hand
    reloads the other gun; the copy fires at the rate of the gun it shows; guns and hands don't pass through each other.

Guns and reloading

  • Look through a rifle's scope (Guns tab): bring the eyepiece to either eye.
  • The lever by the right stick held; revolvers cocked by a flick or your thumb, the hammer fanned; bolts by your
    other hand's trigger; pumps and bolts worked while the gun is carried; the Blunderbuss's ramrod; pistol magazines and
    slides; new round models; and more (see the README's "New in 0.8.12").

Dead Eye and gestures

  • Dead Eye marks where your barrel points, its X shown in the headset, its level and sepia adjustable.
  • The lasso by LT (lock on) and RT (throw) in either hand; a lit throwable let go slowly drops; the hat tip greets.

Known issues

  • A dual-wield copy does the gun in hand's damage, not the shown gun's.
  • Foregrip positions can shift slightly between sessions, and a grab can land in a different hand pose (being looked
    into).

Most of these were used in the developer's Quest 3; the README marks each that was only tried in the simulator.

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