github Disonomouss/RDRVR v0.8.4
RDRVR 0.8.4

5 hours ago

RDRVR 0.8.4: a mission's stuck scene fixed, performance presets. Install as before: RedHook first (its DirectX hook off), then Install.cmd from the zip. Your settings carry over.

Fixed

  • A mission's scene that stopped before it began (no control of John, the scene never shown; its pause menu could
    still skip it): the mod took the camera back from a mission's script that took it once. Now only a shop's camera is
    taken back; any other script's camera is left to it until it lets go, then first person returns. Seen in two
    players' logs; 0.8.1's fix covered only a script that kept taking the camera. Tried in the developer's simulator with
    a stand-in script camera and at a shop, not yet in that mission: please report how it goes.

New (tried in the developer's simulator only, not yet in a headset)

  • Performance presets in the General tab, under Performance: Quality, Balanced and Performance in one click. They
    set the eye shape, DLSS's quality, a cap on Automatic's render size (SteamVR's size includes its own supersampling)
    and, for Performance, 72 Hz where your headset offers it. Most apply from the next start.
  • Headset refresh rate row, where your VR runtime lets the mod choose it (the row says when it does not). A frame
    that misses the rate drops the runtime to half the rate; 72 or 80 holds steadier on a slower PC.
  • A note suggests Balanced or Performance when the headset keeps missing frames.
  • Galaxy XR in the render resolution's headset list.
  • Turn speed up to 360°/s (was 240).

Faster on slower processors

  • The mod's own work costs less: about 1 ms a frame less on a simulated 4- or 8-core CPU, nothing measurable on a fast
    one; the image unchanged.

If anything looks wrong, please attach RDRVR.log from the game folder to an issue.

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