github hookmanuk/rpcs3 v0.0.43-vr9
RPCS3 VR v0.0.43-vr9

3 hours ago

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.

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