github PureDark/REFramework RE9_AFW_v1.0-beta.4
RE9 AFW v1.0-beta.4

pre-release8 hours ago

*AFW: Alternate Frame Warping
In short it's a new rendering method that can probably boost the performance in VR for about 60-80%.

And it fixed DLSS wobbling in VR, but like the old AFR method it will have a volumetrics issue between the eyes, 90% of the time it's not noticeable, but if it is to you, you can turn off the wobbling fix and use DLAA.

There could be minor glitches/artifacts, don't report those, just decide whether it's worth the gains.

It also uses about 500mb extra VRAM, so make sure you have enough VRAM for it or it might just lag to single digits.

Changlog

beta.4
1.Fixed smearing UI that requires you to toggle DLSS once to fix.
2.Added option for disabling volumetric fog
2.Added Dynamic Foveated Rendering using Quad Views
Note that it's not perfect, it adds some CPU overhead as well as some minor artifacts
But it enables my 5090 to achieve 90 fps at 6000x5000 with DLAA, I'd take that.
And when you are not GPU bound, but CPU bound, enabling DFR can reduce the fps instead of increasing it, I'd only suggest using it for targeting 4k when you have a 4k Headset.

Installation

1.Install RE9 VR mod first
2.Extract this to the game folder, overwrite existing file.
3.Launch the game and turn on DLSS/DLAA, you can also use FSR3 upscaling, but you should replace the dll to update it to FSR4 since FSR3 upscaling works awfully in VR.
4.Turn off Hair Strands, it will cause a ghosting hair edge.
5.There's a openvr_api.dll packed, it's for adding eye-tracking support for SteamVR, if you don't use OpenVR just delete it.

Note that you should aim for 90 fps after using this, not 72, at 90 fps AFW works better than at 72 locked.
You can achieve this if you already had 45-50 fps before using AFW, you can also use DLSS Quality/Balanced/Performance to achieve that since I fixed the wobbling.

Note 2: Don't use Motion Smoothing/ASW/SSW in SteamVR/Ouest Link/Virtual Desktop.
Those will limit the game fps to half of the refresh rate for them to work, which will greatly affect AFW, and increase the input lag.
AFW is supposed to replace Motion smoothing/ASW/SSW without halving the engine fps to have the most up-to-date input, so that the motion control feels more responsive, feels like real 90 fps and not 45 fps.

There are some pre-defined hotkey for debugging
Keypad 7: Toggle between the AFW rendering method and the default Sequential Frames rendering method.
Keypad 9: Toggle UI Fix (you don't ever do that it's just for debugging).
Keypad 4: Toggle DLSS wobbling Fix.
Keypad 6: Toggle AFW Debug View, when it's on you will see color tints on moving objects.
Keypad *: Toggle Sharpening.
Keypad +/-: Add/Sub sharpness by 0.05.

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