Diablo II: Resurrected in VR - update 0.145: DLSS now works in true stereo, toolbar on your forearm

Diablo II: Resurrected in VR - update 0.145: DLSS now works in true stereo, toolbar on your forearm

https://preview.redd.it/l58fef62dauh1.png?width=716&format=png&auto=webp&s=f7559b9ce4c949c954e758aa51edadbbdabb67a4

I keep working on D2R VR, a free mod that puts Diablo II: Resurrected in VR - first person with your own body and hands, third person, or the whole game on your floor.

What's new in 0.145:

  • DLSS in real stereo. The game draws the left and the right eye in turns; DLSS used to mix the two and shake or smear. Now each eye has a DLSS of its own with its own motion vectors - steady standing still and in head turns.
  • Toolbar on your left forearm in first person: turn the palm up to read your orbs, belt and skills (you can put it back low in front in the settings).
  • Staff two-handed again: the left hand grabs and slides along the staff, spells fly where it points.
  • Potato preset for weaker PCs: 3D made from the depth buffer, one picture a frame.
  • Hero select screen fixed, frame cap set from your headset's refresh rate.

Free download: https://bodywalkvr.com/mods/d2r-vr 

source on GitHub: https://github.com/natpoh/diablo2-vr-port

If you like the project and want to thank the author, there is a Patreon: https://www.patreon.com/c/d2vr

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u/Fantastic-Author2736 — 7 days ago

Diablo II: Resurrected in VR - my mod releases tomorrow (4 views, real 3D, gesture controls)

Tomorrow I'm releasing D2R VR, a free fan mod that lets you play Diablo II: Resurrected in a PC VR headset. Here are the four views it has:

F1 – From above. The classic view, but in real 3D: hills, walls and monsters have actual depth. Optional "Real geometry" mode renders it in true perspective.
https://www.youtube.com/watch?v=LccphBVuOeQ

F2 – Third person. The camera drops behind your hero, and you look around with your head.
https://www.youtube.com/watch?v=4HDCoM9tD5U

F3 – On your floor. The game becomes a living diorama on your floor or table. Walk around the battle, lean in close.
https://www.youtube.com/watch?v=IIQ5AJ3zqpU

F4 – First person (coming soon). Not in tomorrow's release, but here's where it's going.
https://www.youtube.com/watch?v=8ae9Q3E0nls

How it works: the mod runs under D2RLoader. FlatVR turns the picture into stereo 3D, and BodyWalk maps your gestures and controller buttons to the game's actions. The installer sets everything up, including a free BodyWalk Lite if you don't have it.

Offline / single-player only. It's an unofficial fan mod, not affiliated with Blizzard.

Thanks to emmericp/D2R-3D for the original idea of a free 3D camera in D2R. D2R VR is its own implementation.

Download link.

https://github.com/natpoh/diablo2-vr-port

Questions welcome!

u/Fantastic-Author2736 — 10 days ago

Diablo 2 VR: The Whole Interface Moved Onto My Body

Diablo II: Resurrected in first-person VR, playing a Sorceress. The game's interface is out of the screen and on my body: the inventory on my belt, the map in my hand, the toolbar on my arm. Made with FlatVR + BodyWalk.

The D2R plugin is almost ready – we'll release it soon. Subscribe so you don't miss it.

u/Fantastic-Author2736 — 11 days ago
▲ 1.9k r/Diablo_2_Resurrected+1 crossposts

Diablo II in VR

I made a VR mod for Diablo II: Resurrected: first-person view, real stereo 3D (both eyes are rendered by the game, nothing faked from a flat picture), and your hands are tied to the motion controllers.

  • Look around with your head (yaw, pitch and roll), and the hero's body turns with you
  • Both arms follow your controllers, so you aim the bow with your hand
  • Walk with the stick, or physically with BodyWalk
  • Sky and distance fog over the empty void beyond the map

It's built on emmericp's D2R-3D camera mod, and runs through FlatVR and BodyWalk. Offline only.

Video below. Questions welcome!

u/Fantastic-Author2736 — 11 days ago

Half-Life: Alyx where I walk in place instead of using the thumbstick

Here's a few minutes of Half-Life: Alyx, movement is coming from SlimeVR leg trackers.

u/Fantastic-Author2736 — 15 days ago

Half-Life 2 VR with Real Walking

Made a locomotion app that lets you walk in place instead of using the thumbstick. This is Half-Life 2 with the VR mod, movement is coming from leg trackers.

Happy to answer questions.

u/Fantastic-Author2736 — 1 month ago

Title: FlatVR 1.65 (develop): an optimisation update for AI depth - HAGS, the model in pieces, and presets that watch the frames

https://preview.redd.it/8cex3l07a3oh1.png?width=1920&format=png&auto=webp&s=480797ee90133f3d4dd74615a58dde8e1a42888c

FlatVR puts a flat game or video on a virtual screen in your headset and adds AI depth to it. This update is about frame rate with depth on. A few of the findings may be useful to anyone doing GPU work next to a VR frame loop, so here they are in some detail.

Cinema Mode froze and then jumped. The mode holds the picture back by the time the depth model takes, so the 3D matches the frame it came from. Behind that delay is a ring of captured frames. On a 120 Hz desktop the capture hands over a 60 fps video as A,A,B,B, and the ring counted the repeats as pictures — so how far back it could reach in time depended on the capture rate, which flaps between 60 and 112 a second. When it could not reach the delay, the picture jumped ahead; when it could again, it stood still until real time caught up. The ring now drops repeats (a frame signature already knew how) and holds ten pictures. Measured on the bench: every content frame on screen for exactly its interval.

The model kept its budget and still broke the frame. Performance Mode judged a model by its inference time. But the depth work lands on the GPU between the frame's own work, and on a card that is also running a game each map made a frame or two late while the median sat well inside the budget. The frame loop now reports late and dropped frames to the tuner once a second, and a preset steps the model down after five bad seconds.

The model in pieces, paced to frames. A depth model is one long chain of GPU work, and the frame waits behind it. So we cut the model at its transformer-block boundaries into 10–12 pieces and submit them in batches, waiting for the next rendered frame between batches, with a batch capped at half a frame period. First lesson, from the trace: just submitting the pieces back to back does nothing without HAGS — the driver hands the chain to the GPU as one burst and the frame waits out all of it (12–18 ms GPU wait next to a 2 ms piece). The wait between batches is the whole mechanism. Second lesson: the pieces cost a little — DirectML cannot fuse operators across a cut, and the intermediate tensors go through memory — so with HAGS on, the whole model is the better default and the presets pick it; Cinema Lite, the mode for weaker cards, starts in pieces.

HAGS is the big one, and nobody knows where it is. It is under Settings → System → Display → Graphics → Default graphics settings, needs admin and a restart, and it decides whether the GPU can preempt compute work for the frame. Same machine, same model: 90 fps with it on, 45 with it off. The Status tab now shows its state, explains it, and switches it on from the app.

Also: a Stop → Start device loss (a GPU query from the first session reused on the second's device — the D3D11 debug layer named it), sRGB storage for the SBS/XREAL path (dark gradients were banding into blocks because linear values sat in 8-bit textures), and Page Heap behind the silent-crash button so heap corruption gets caught at the instruction.

Steam: right-click FlatVR → Properties → Betas → develop. Standalone: Status tab → "Download development version by default". Roll back with last_stable any time.

Happy to answer questions about any of the above — most of it came out of a one-line-per-second frame trace, and the trace format is in the build too (DEBUG MODE → Frame trace to file).

reddit.com
u/Fantastic-Author2736 — 1 month ago

Half-Life 2 VR: Walk In Place to Move - BodyWalk VR

Half-Life 2 running with the VR mod, but all the movement comes from walking in place. The leg trackers pick up the steps and BodyWalk turns them into input, so no thumbstick at all.

youtube.com
u/Fantastic-Author2736 — 1 month ago

How to Fix Dual Screens & Floating Windows in SteamVR

If you're playing FlatVR via SteamVR and run into an issue where you see two screens at launch - a small floating one and a big one in the background - here’s how to fix it:

To switch to the main background screen, just open the SteamVR menu, select FlatVR, and click "Return to Game".
If the small screen is pinned in space as a floating window, it won't disappear automatically when you switch. Just turn off float mode on that window and you're good to go.

Alternatively:

  1. Completely exit VR and launch the game in standard desktop mode first - this prevents SteamVR from launching it in Theater Mode.
  2. Next, launch FlatVR, connect your VR headset, and hit Start.

This bypasses Theater Mode completely, leaving you with a clean, full-screen VR setup so you can just jump in and enjoy the game!

youtube.com
u/Fantastic-Author2736 — 2 months ago

DIY Magnetic Treadmill — turn any manual treadmill into a VR one

https://reddit.com/link/1vqqw2y/video/z0l9rbmwixjh1/player

A magnet on the roller, a reed switch or a Hall sensor beside it, an Arduino.

Every pass of the magnet is one pulse, and the pulse rate becomes your walking speed.

About $10 of parts and an evening of work.

Everything is open, MIT licensed — wiring for three sensor variants with photos, the Arduino firmware, the plugin source, and a ready-built plugin:

https://github.com/integralab-am/magnetic_treadmill

Full build guide — parts list, where the magnet and the sensor go, wiring, firmware, and every setting explained:

https://bodywalkvr.com/features/setup_diy_treadmill

Two ways to use it, and the free one is complete. Free — the standalone treadmill app presents a virtual gamepad, and BodyWalk Lite forwards one axis of it onto your VR controller's stick.

One binding in the Mapping tab: Xbox-LStick Y → VR L-Stick Y. That is the whole configuration.

With the plugin (PRO) — Magnetic Treadmill appears in the Steps tab: a live sensor graph with the trigger level drawn across it, Speed 100 %, inertia, speed curve, S2 sprint, per-game profiles — in one place with physical turning, jumping and crouching.

The treadmill works either way. The plugin buys comfort, not the ability to walk.

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u/Fantastic-Author2736 — 2 months ago