RPCS3 VR vr9
New playable games (7)
| Game | ID | Sustained in VR |
|---|---|---|
| Dragon Age: Origins | BLUS30415 | 120 Hz |
| Ratchet & Clank | BCUS98282 | 90 Hz |
| Ratchet & Clank 2: Going Commando | BCUS98282 | 120 Hz |
| Ratchet & Clank 3: Up Your Arsenal | BCUS98282 | 90 Hz |
| Sonic & All-Stars Racing Transformed | BLUS30839 | 90 Hz |
| SEGA Rally Revo | BLUS30068 | 72 Hz (90 on the track) |
| MotorStorm: Pacific Rift | BCUS98155 | 72 Hz (needs Write Color Buffers on)
|
Game patches are bundled and on by default; see vr-games.md for each
game's settings, options and known issues.
New VR settings
- Camera X / Y / Z Offset (Z was Camera Depth Offset): move your viewpoint right/left, up/down and
forward/back, up to 20 m each way, in the settings and the home menu's VR page. - Camera keys in game: arrow keys move X and Y, Ctrl+Up / Ctrl+Down move Z (5 cm a press, hold to repeat),
Backspace puts the camera back. Change them under Configuration > Shortcuts. If your keyboard is set up as a
pad, the keys also reach the game. - HUD Depth now goes up to 30 m, to follow a far camera.
- Game options in the home menu's VR page for games whose profile offers them, such as MotorStorm
(Highest Detail Models, Simpler Other Vehicles, Fewer Shadows). - Headset-shaped eyes (Headset Eye Shape, on): each eye is rendered at the headset view's shape, so the
same detail costs fewer pixels.
Fixes and performance
-
Faster RSX thread in draw-heavy games: cheaper per-draw lookups,
texture cache, vertex program and pipeline caches, push descriptors. -
Head-driven culling: scenery beside a turned head is no longer missing (MotorStorm, SEGA Rally).
-
Paused frames keep their pose; the desktop mirror shows the headset's eye shape.
-
Games with a VR profile run at 720p output whatever the Resolution setting says.
-
First run of a game is right too: VR games no longer draw through the shader interpreter while their shaders
compile (the HUD and menus were misplaced on a cold shader cache); a draw waits for its shader instead.