RPCS3 VR vr10
New playable game
| Game | ID | Sustained in VR |
|---|---|---|
| Gran Turismo 5 (XL Edition, disc 01.00) | BCUS98114 | 72 Hz |
That's 22 playable games in all. See vr-games.md (section 22) for its settings, options and known issues.
First boot: RPCS3 offers to install the update bundled on the disc (PKG Installation, 2.11). Choose
Skip: the VR build is made for disc version 01.00. The first boot also compiles the game for a few minutes.
Fixes
- Every game: frames reach the headset at the game's frame rate when the GPU is the limit. Before, a game that
kept the GPU fully busy queued several frames ahead, and the headset showed only one in four of them, each
~80 ms late. Gran Turismo 5's pre-race flyby went from 5-13 to the game's own rate. Games the GPU keeps up with
are unchanged. - Gran Turismo 5's pre-race views and flybys now run at about 90 FPS at 400% (were 5-30): its shipped
per-game settings turn MSAA off, which the game drew on top of the Resolution Scale. Races are unchanged. - New setting, Wider View (home menu and the VR settings tab; Gran Turismo 5, MotorStorm: Pacific Rift and
SEGA Rally Revo): On draws the whole headset view; Off widens the game's view only as far as you turn your head,
for a higher frame rate. Off by default for Gran Turismo 5. - Gran Turismo 5 from a fresh install:
- It no longer freezes on a black screen after the intro, or at race starts. An SPU that reached new code
stopped until that code was compiled, and the game lost a job-queue start in that pause. Official RPCS3
freezes there too. For GT5, new SPU code now runs in the interpreter while it compiles in the background. - Text is no longer garbled in VR, and the menus show on the fixed screen. Both broke with the game's default
Adjust Display Area setting (0.9), the one every fresh install has.
- It no longer freezes on a black screen after the intro, or at race starts. An SPU that reached new code
- Gran Turismo 5's pre-race views and flybys stay at your Resolution Scale on the fixed screen. Switching to
a lower scale and back could hang the race start.
Known issues
- Gran Turismo 5: savestates load paused only with a pad connected; car paint can turn multicoloured after some
savestate loads. - Gran Turismo 5: shadows can flicker, e.g. dark patches on the number plate of a car ahead.
- Gran Turismo 5: a car level with you is only partly drawn when you turn your head towards it (the game culls
what is behind its camera). - God of War: tutorial messages (e.g. "Press and hold R2 to open chests") don't show in the headset while the
game waits for them: the game seems frozen until you press X. Afterwards the message can stay on screen,
and the pause menu can show black. Also in vr9. - Sonic: a savestate made with the home menu open loads onto the pause menu.
- SEGA Rally: savestates need Compatible Savestate Mode and Disable SPU GETLLAR Spin Optimization.
- Ratchet & Clank 2: the opening video is stretched vertically.
- MotorStorm: tree shadows look stepped at a distance (the game's own shadow resolution).