RPCS3 VR vr11
New: NVIDIA DLSS and DLSS Frame Generation (experimental)
On NVIDIA RTX GPUs, in the VR settings tab of a game's custom configuration (see vr-settings.md):
- DLSS (DLAA, Quality, Balanced, Performance, Ultra Performance) upscales each eye. Lowers the Resolution Scale by
the mode's ratio to keep the headset's detail, for example Quality: 450% to 300%. DLSS Model picks the network
(K looks best, E is far cheaper) and DLSS Sharpening sharpens the result. - DLSS Frame Generation (RTX 40 and newer) renders the game at half the Frame Rate and generates every other
headset frame (90 becomes 45 rendered + 45 generated). Multiplier 3x (RTX 50) renders a third. A Frame Rate
below the headset's refresh, such as 60 on a 90 Hz headset, is kept and the frames between are generated (RTX 50).
It adds about one headset frame of latency and needs DLSS on when the game starts. - With DLSS set to Off, its other settings are hidden and switched off; in the home menu they appear as soon as
you choose a DLSS mode.
DLSS comes through the plugin rpcs3_ngx.dll (MIT licensed) with NVIDIA's runtime (nvngx_dlss.dll,
nvngx_dlssg.dll, under NVIDIA_RTX_SDK_LICENSE.txt), all included. RPCS3 itself contains no NVIDIA code; without
the plugin, DLSS is simply not offered.
Other changes
- Gran Turismo 5:
- Races run at real speed at any frame rate. Above 60 FPS the cars ran up to twice as fast and the race clock 1.5x;
at 45 FPS the race ran in slow motion. The wheels now also turn at the right rate. - Shadows stay sharp about 2.5x further ahead (new VR patch VR: Sharp shadows further out, on by default), and
the shadows of the car ahead no longer shift as you turn your head. - Simpler Distant Cars is now off by default: full detail on every car. Turn it on for a higher frame rate with
many cars in view. - The Wider View setting is gone: the game widens its view only as far as you turn your head (the previous
default for this game). MotorStorm: Pacific Rift and SEGA Rally Revo keep drawing the whole headset view.
- Races run at real speed at any frame rate. Above 60 FPS the cars ran up to twice as fast and the race clock 1.5x;
- God of War: scenery and objects at the edges of the headset view and beside a turned head are no longer left
out (new VR patch VR: Wider view (head-driven culling), on by default; the game drew only its own narrow view). - God of War and God of War II: the Power Up screen and the pause menu no longer turn black or stop responding after a loading
hitch or a savestate load. The same cause hid tutorial messages; those are not yet confirmed fixed. - New pad binding, VR Toggle HUD (gamepad settings): a button that shows or hides the HUD box.
- RPCS3's own overlays (home menu, notifications) now sit slightly in front of the HUD box instead of at the same
depth. - The keyboard shortcuts dialog scrolls, so it fits small screens.
Known issues
- DLSS and Frame Generation are experimental: tested mainly in Gran Turismo 5.
- Gran Turismo 5: savestates load paused only with a pad connected; car paint can turn multicoloured after some
savestate loads; shadows can flicker (dark patches on the number plate of a car ahead); a car level with you is only partly drawn when you turn your head towards it. - 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).