u/Heliosurge
Quest games on PCVR: AXRB launched
AXRB, the program that allows you to run Quest games on PC, just launched: https://github.com/Android-XR-Bridge/AXRB
KNOWN ISSUES:
- Windows Features Button does not work (removed and replaced with instructions in 1.0.1)
- OpenGL games do not work (will be fixed in the next days)
- “AMD or NVIDIA hardware Vulkan required; found: x” even though proper hardware is installed (fix will be pushed out soon)
I haven't tried it yet and I am downloading it on my computer as I write this, but I thought you all wanted to know.
Disclaimer: I am not a developer, nor a contributor.
Edit: this thing doesn't even work. At this point, I'd just wait.
Doom Eternal VR Mod from Cactus VR is coming out TOMORROW!!!
Excited to announce that Omega Pilot Evolution launches on Steam on September 17! 🚀 Play on PC, SteamVR, or Steam Deck, with full cross-platform play! 🏁
New DLSS 5 Swapper tool can mod DLSS 5 into games that don't support DLSS at all
This could be quite useful. Supports all RTX cards from 20series up, works on DX9 and up for games that don't natively support DLSS
Check article for details and pre-requisites.
Mr Nice - PCVR Mod installer
https://github.com/Mr-Nlce/PCVR-Mods-Installer-Hub
Currently at 247 mods.
CheekyFoveatedDLSS - Foveated DLSS ReShade Add-on Open Source — 30%+ FPS gains by only upscaling the center of the screen (experimental DLSS 5 support too)
Screenshot shows Hogwarts Legacy boosted from 58->75 and Assetto Corsa Competizione 64->87. And then Hogwarts flat screen DLSS-NR.
GitHub Repo: CheekyFoveatedDLSS
While working on my FH6 VR mod and trying to squeeze as much performance as possible out of my 5070, I had an idea to only upscaled the part of the image you actually care about.
It worked so well in my mod that I made a ReShade add-on that does the same thing and can be added to more games.
It’s basically foveated rendering, but applied directly to DLSS/DLAA upscaling. Instead of running DLSS across the entire frame, it only upscales a configurable center region and leaves the outside at the game's lower render resolution.
The idea is similar to OpenXR FFR: spend GPU time where image quality actually matters.
For VR in particular, this works surprisingly well. Even if you’re sensitive to the extra shimmering outside the foveated area, a lot of the extreme edges of the rendered image are mostly there for head movement / reprojection anyway. So you can still shave off some GPU time without noticeably affecting the part of the image you're actually looking at.
My current setting is Width: 0.80 Height: 0.45
That means DLSS is only processing about 36% of the full frame.
With that size, I basically get full clarity during normal viewing. I only really notice the lower-resolution area if I tilt my head down and then look upward with my eyes.
Best setup I've found
For the biggest performance gain, use the game's DLSS Performance mode with a DLSS 4.5 Gen 2 model / Preset M. The gains are less noticeable with DLAA/Quality because they use Preset K, which is a lighter model.
Performance mode renders at roughly 50% linear resolution, so DLSS has a much lower-resolution input to reconstruct from.
Preset M is also heavier than the Gen 1 model used by DLAA / DLSS Quality with Preset K, but it does a very good job reconstructing detail from that lower-resolution input.
Normally that extra reconstruction quality costs GPU time across the whole frame, with foveated DLSS, you're only paying that cost in the center.
Lower internal render resolution -> lower render time
Higher-quality DLSS reconstruction -> higher upscale time
Only upscale the area you actually care about -> Recover that higher upscale time
The extra performance can then be spent on a higher game resolution or higher VR resolution scale. If you 1.5x the resolution your internal resolution scales slower than your final resolution, so the penalty of going higher res is lower.
In practice, I've been able to get better perceived clarity than DLAA / DLSS Quality while still running at a higher frame rate. This is of course my subjective opinion.
Benchmarks
These are using equivalent settings with DLSS 4.5 Preset M / Performance mode and a fovea of 0.80 × 0.45 (36% of pixels of the original frame):
Assetto Corsa Competizione
64 FPS → 87 FPS
~36% increase
Hogwarts Legacy + UEVR
58 FPS → 75 FPS
~29% increase
Obviously the exact gain depends on the game, GPU, output resolution, DLSS version, and how large you make the foveated region. If I go crazy and do 0.2 for width and height I can get 70-80% more FPS.
The add-on also has a performance panel that measures the game's actual full-frame DLSS cost vs foveated DLSS cost, so you can see exactly how much GPU time you're saving instead of guessing.
It also has experimental foveated DLSS 5 support right now.
Still working on it, but the results so far have been way better than I expected. Only tested in like 3 games so far that I have that have DLSS support, and I've had to add more logic to support each type (DX11 + DX12), so the hooks may not work in all games, but hopefully community can help expand the list of supported games.
[Available on Steam] I made a free open source SteamVR performance tracking overlay
Seamen Performance Overlay
Steam page: https://store.steampowered.com/app/4666560/Seamen_Performance_Overlay/
GitHub page: https://github.com/Trixxle/SeamenPerformanceOverlay
I have been working on a performance utility for SteamVR which started as a university project for some extra credit. I passed the class and decided to release it for free in case it can help someone.
It is similar to FpsVR except that it is free, has less features overall, but has some interesting differences. My main idea was to make a simple performance overlay that just has the essentials.
For a fun fact: PicoXR has used my overlay to help troubleshoot their streamer application as the frame time consistency graph on my overlay shows behavior none of the other overlays were able to show.
Features:
- GPU/CPU Frame times
- Frame time Consistency - Shows if performance is stuttery even when the frame rate appears stable. For wireless headsets this graph will also show connectivity lags.
- Controllers / Headset / Tracker battery percentages - This will be shown or hidden depending on whether your controller, headset, trackers, or VR streamer application supports battery data.
- RAM and VRAM usage
- Frame rate - Both live and smoothed out
- Clock - Taken from your PC clock
- Current game session playtime
- Can be moved anywhere - By holding and moving the movement bar under the overlay you can move it anywhere and attach it to the left or right controller. The movement bar will show only when the SteamVR Dashboard is opened.
- Can be scaled to any size - By holding and dragging the scaling bar to the right of the overlay you can make it any size. The scaling bar will show only when the SteamVR Dashboard is opened.
- Opacity adjustment
- Fades based on distance and viewing angle
- Quick settings appear when the SteamVR Dashboard is open
- Dedicated setting page in the SteamVR Dashboard
- Colorblind options
Graph colors:
- Blue - Frame on time
- Orange - Frame lagging behind slightly
- Red - Frame lagging behind a lot
- Purple - Dropped frame
We made Bodycam in VR with Motion Controls & Hands! (Early)
Very early build, but if you guys want to try it's up now!
Ghost recon wildlands VR mod, now with 100% more hands!
Finally got IK arms and the weapon is bound to the hands. 2 handed needs some more polish but it is possible to grip and release the weapon. There can be some texture warping but I have added a “wingspan” calibration which hopefully will fix the issue!
Released a VR mod for the game Tasomachi
Hello
I'm back with a new VR mod, this time I decided to turn the game Tasomachi into a pure VR experience.
As always, I included 6-Dof, Roomscale movement, camera collisions & turning options.
This game do not really require motion control as it's purely "exploration" based.
I added some extra features thought ;)
if you like my work you can follow me here
The Simpsons in VR is the latest vibe coding treat!
Doom 2016 VR
Cactus Cowboy dev here. I'm deep into making a proper Doom 2016 VR mod with motion controls. It's far from done and but in a good shape already.
Essentially posting here to prevent someone reinventing the wheel. Once this Mod reaches a playable state, I'll be posting again / create a thread on Flat2VR Discord. Just trying to prevent that someone else starts working on the same thing so we don't end up with mods for the same game like Bioshock or so.
Development will be stalled the next few days, as I'm heading to Gamescom Colonge from Tue to Thu.
Stay tuned for more.
EDIT: Some fresh actual gameplay: https://x.com/CactusVRStudios/status/2091968532800004189
System Shock 2 - VR Mod
(Sorry! The capture in this video makes it look like its low framerate - but it's actually 90+)
I've been working on this VR mod for the last 8 months or so.
I'm noticing all these great VR mods coming out recently, so i thought I'd throw my hat in the ring.
This is a bit of an older teaser video, when I get some time I'll make a new one. Development progress is currently at about ~80% of what I'm aiming for.
Currently implemented:
- Stereo VR with 6dof. (fairly obviously)
- Weapon aim is Motion control integrated.
- This includes rebuilding skill based recoil
- Physical Melee implemented. You can swing your melee weapons to do damage, you can also block and damage reduction is based on how accurately you block.
- Also melee related: Clean blocks take no damage; glancing ones scale, VR damage screen effects also scale based on the damage received.
- Left motion controller does all interactions
- Physically grab and throw objects
- Keypads and hacking panels appear as holograms mounted to the right arm
- Health/Psi and Ammo are all holograms triggers by wrist roll to keep the screen free from clutter.
- Comfort Options - Smooth locomotion or Teleport, Snap turn or Smooth, Peripheral Vignette.
- VR Integrated menu system on the right arm for controlling VR features.
- Physical Crouch - Ducking down in your play space causes the character to crouch
- All enemy health bars and selection/target brackets rebuilt for VR
- Full screen vr overlay effects for damage, radiation, death, toxin - rebuilt for VR
- A new Gamepig game!
STILL WORK IN PROGRESS:
- Weapon collision with the world - kinda working but janky.
- Simple Manual reloading is working, needs to be fine tuned across all weapons.
- Articulated fingers. - Current hand models are static.
- Ladder (comfort) interactions - Teleportation or hand-over hand climbing
- In-VR menu and holograms need to be properly populated and wired up.
Mass Effect Legendary Edition Trilogy VR
https://reddit.com/link/1vvhtl7/video/roko9o6xmykh1/player
All 3 Mass Effect games are now fully playable in VR. First person and third person, with lots of QoL features.
- 6DoF head tracking
- Head aiming
- Positional leaning in gameplay, cutscenes and convo
- VR cutscenes
- VR conversations
- First-person conversations (ME2, ME3)
- 3 VR modes: Stereo, AER (vastly improved in all games), and DIBR
- HUD controls and various other QOL features
Available and free to download:
I enabled a hidden Windows GPU mode, and my games run smoother now
This looks worthwhile to try for Nvidia Cards
Opensoy
With many older games receiving Flat2VR mods. Games that used to have multiplayer that required GameSpy Arcade lost their multiplayer play.
Openspy is an Open-source replacement. So did a quick look and Crysis is in the compatible games listings!
Humble VR Game Bundle
Games
\- Into The Radius
\- Wrath: Aron Of Ruin VR -Brutal edition
\- Racket: Nx
\- Sairento VR
\- Labyrinthine (VR Supported)
\- Doom VFR
\- The Utility Room
\-