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The new release is almost ready :-)

As promised, a brief introductory video to some of the most important new features:

fine control over the rendering quality (pixels per degree)

full support for raw/canted projections

automatically finding the best custom resolution for your HMD.

Another video will follow soon, demonstrating all of the additional improvements during an actual gameplay session.

The footage was captured in real time on a Core i9-9900K, RTX 3090 system.

In the beginning of the video, I show the Valve Index rendering in traditional mode (so-called "parallel projections") using a square resolution of 2736x2736, running at about 71 fps. The rendering quality as shown by my in-game HUD is 15.5 pixels per degree, which is enough to read even the fine print.

I then quit out of SteamVR to edit my "C:\Program Files (x86)\Steam\config\steamvr.vrsettings" file, adding the line

"renderCameraMode" : "raw",

to the "steamvr" section. That enables the original canted (raw) projections mode on the Index.

After returning to the game, the mod recognizes and displays the new Index behavior, with the images now being aligned with the HMD displays which are canted outwards by 5 degrees. Despite the rendering quality being higher than before (16.8 pixels per degree or PPD) the frame rate has slightly increased.

Finally, I use the new "Target pixels per degree" slider to tell the mod to go back to the initial rendering quality, and push the magic "Adapt resolution" button which does the rest :-) After the resolution change, the target PPD is met perfectly, and frame rate has increased to about 80 fps!

That translates to 13% more performance for the same quality. In the same scene but when not recording, on my system I get a 17% increase. YMMV of course. Headsets that have a more "round" field of view will still get some gains, although probably lower, while headsets with very wide FOV like the Pimax models will get even higher performance boosts!

Files

Mr. Scott! We need more power!

https://www.patreon.com/realvr Showing some new features of my R.E.A.L. VR mod for Cyberpunk 2077: - fine control over the rendering quality (pixels per degree) - full support for raw/canted projections - automatically finding the best custom resolution for your HMD. The footage was captured in real time on a Core i9-9900K, RTX 3090 system. In the beginning of the video, I show the Valve Index rendering in traditional mode (so-called "parallel projections") using a square resolution of 2736x2736, running at about 71 fps. The rendering quality as shown by my in-game HUD is 15.5 pixels per degree, which is enough to read even the fine print. I then quit out of SteamVR to edit my "C:\Program Files (x86)\Steam\config\steamvr.vrsettings" file, adding the line "renderCameraMode" : "raw", to the "steamvr" section. That enables the original canted (raw) projections mode on the Index. After returning to the game, the mod recognizes and displays the new Index behavior, with the images now being aligned with the HMD displays which are canted outwards by 5 degrees. Despite the rendering quality being higher than before (16.8 pixels per degree or PPD) the frame rate has slightly increased. Finally, I use the new "Target pixels per degree" slider to tell the mod to go back to the initial rendering quality, and push the magic "Adapt resolution" button which does the rest :-) After the resolution change, the target PPD is met perfectly, and frame rate has increased to about 80 fps! That translates to 13% more performance for the same quality. In the same scene but when not recording, on my system I get a 17% increase. YMMV of course. Headsets that have a more "round" field of view will still get some gains, although probably lower, while headsets with very wide FOV like the Pimax models will get even higher performance boosts!

Comments

Chill Blinton

You gat danged mad genius you - pumped for the update and thanks so much for all your work!

Martin Steiner

!!! cant wait. will you include some hints how to setup g2 correctly?

James Syring

On my g2 at full resolution, the hud is too large to see. This sounds like it may resolve that! Super excited!

minieggroll

Can't wait until new version comes out!!!! Hopefully today????

Xylocaine

I am new, how do you do to open Reshade menu in game ? I am playing with keyboard and mouse. Thanks for your help.

eeeee

Will this new update allow me to keep pistols from being directly on my face when not aiming? I tried messing with distances and zooms but it didn't really help

Christian

Nice job Luke!!! Can't wait for the new mod!!! would be cool if the next performance boost have foveated rendering for the Pimax 8kX :-D

Cazanu

look at the edge of this video,i think it already has that for all hmd's

Doggo

Another leap forward, can't wait to try this. Love your work Luke!

michael

Comme j'ai hâte ^^

WIG

🤞🤞

WIG

Setting the oculus quest 2 screen size to 0.9 horizonal and vertical 0.8 gets some performance gains but will this change the Res dynamically to fit the smaller display. It is in the debug tool I think it's called fov tangent multiplier

lion589

Is it possible to add option to disable forced camera during cutscenes?

D S

Pimaxs built in foveated rendering works already though in PITool doesn't it?

Cazanu

no i dont think so,mine says inactive in pitool if i play with it but i think its already implemented in the mod.

WIG

There is a full download in a fairly recent post with full instructions. Scroll his posts a few down and you will find it 👍 Once you download and install you press both triggers to bring up the menu then press and hold the X button ( square on ps controller) then R1 tabs along. You can only open the menu in pause screen ATM (but that looks like it may have changed in this video it shows it open in game.)

WIG

My bad 😂 fat thumbs

realvr

Hey WIG, the overlay could always be opened at all times using the Pause/Break key! It's only the double trigger gesture that is disabled to avoid messing up the gameplay

realvr

Haha no guys, foveated rendering is not there! It's not really something you can easily shoehorn into an existing game, the engine has to be built around it

realvr

It's not something I do with my mods, I'm sorry! I know it's intense, but my mods are meant for people who have already developed their "VR legs" and want the full-blown experience []-D

WIG

Ahh I see that is handy to know for adjusting reshade values in real time 👍

Xylocaine

thanks for you answers, I didn't find the keyboard key for Break/Pause, what is the default one ? (I haven't gamepad).

WIG

Above page up button, next to scroll lock

John Decep

If you have a Quest do you need to do the same steamvr edit?

Xylocaine

Cool ! Thank you WIG !

GT

With the new update? The last one they are still on my face with defaults, tweaks in settings just made things worse in other ways.

realvr

Make sure to run RealConfig and choose to (D)elete the old settings, you might have a misconfiguration problem

realvr

No, it's only recognized by the Index!

D S

Even with VRS with nvidia? Also I realize what looked like foveated rendering now. It was dlss affecting the stereoscopic image since the inter frames are blank

Andre Warringa

Unfortunately I'm too stupid to understand the instructions. I have a G2, does this only work for the Index? In the video the resolution is 2736x2736 and afterwards 2272x2512 so yes that would result in a better fps.. can someone explain me what this feature does exactly and how/if I can set this up on my G2?

realvr

It works on all headsets. The Index is a more complex case because of its dual mode (raw and parallel projections). The G2 is simpler: just select the resolution you prefer from the game menus as usual, apply it, and then press the magic button to automatically adapt the aspect ratio to what your headset needs!

Andre Warringa

Ah thanks Luke. So no need to edit the Steamvr settings file? Btw I only now started with Cyberpunk, but turning on DLSS immediately gave me 90fps at 2700 resolution, it runs awesome!

realvr

No editing needed. BTW for the G2 you don't want to use SteamVR at all! OpenXR is the recommended choice for all WMR headsets

Andre Warringa

Ah duh ofcourse, I don't even use Steam for Cyberpunk. Sorry for the stupid question.

OnairO2

So first, again I have to say, playing 2077 in VR is one of the best VR experiences I've had to date, full stop (I haven't tried the mod with anything besides GTA V briefly about a year ago). My big question here is regarding Virtual desktop. I've been primarily playing with Air link which runs like absolute butter now, but playing with VD is a less than ideal experience for me still. Are there any recommended settings I should be playing with? My main issue is that shaking my head still shows the black edges on either side. I'd really love to match the performance of Airlink with VD just for the nominal color option alone :( My specs are: i9-10900 RTX 3080 32gb ram Quest 2

Brandon(Post Maester)

You could just use reshade to adjust colors and whatever else along those lines to your liking.

realvr

Hey Aaron, thanks for the kind words! Please let Guy Godin know about the black bars issue (he is very active on his Discord server) as there is nothing I can do about that from my side!

Clean Salts (edited)

Comment edits

2026-09-14 06:00 This "renderCameraMode" : "raw" works only with steamVR? What should i do if i use my oculus app? Any chance to have a similar boost performance?
2022-05-12 22:18

realvr

Oculus headsets have no "raw" mode. However you can still use the "Adapt resolution" button to improve performance!

epad or

Hey i just tired the HZD mod today, i experience some fair amount of jitter when moving my head, has anyone else had this issue? did i miss anything?

realvr

Hi! There should be absolutely no jitter when you turn your head. Are you on the latest release of the mod? What are your system specs and headset?

Alexander

My Quest 2 crashes my AMD driver through Virtual Desktop when pressing the "Adapt resolution" button :(

realvr

Unfortunately that's a scenario I can't test here. Are you on 7.3.0? Does the crash also happen if you use Air Link instead of Virtual Desktop?

Alexander

Yeah i am on 7.3.0. Happens with Air Link and VD both, but ONLY if done "in-game". If i Adapt in the Pause menu or in the main menu, everything works. But if i do it via the overlay while the game is "live" in the background, the game Flatlines and shows an AMD driver timeout error on my 6800xt.

realvr

It must be an AMD-specific driver issue, because I just tried the same scenario with my NVIDIA card and there were no crashes, even changing the ppd and pressing Adapt multiple times when the game is live. Luckily you have the workaround of doing it while in the menus!

Alexander

True, i can just do it in the menus :) Another thing, when i run the game "flat" with 80ish fps, everything moves smoothly across the screen, but the same fps inside VR makes characters and object "stutter" past the camera when panning, making me quite nauseous. The headset is set to 90hz, i am pulling 80-90fps inside buildings, so everything should move pretty smoothly, right ? Am i missing a vsync option or something else ? Makes it barely playable, after 15 minutes i have to pause to not throw up :) And i have been playing locomotion VR games for years now, with great VR-legs.

realvr

That's a perceptual effect of alternate eye rendering. It's an illusion that the brain creates because the headset flashes the same image two or three times, depending on the ratio between game frame rate and headset refresh. It's impossible to capture it on video (even shooting through the headset lenses) but it looks real; we usually call it image doubling. It's not ghosting in the sense of 3D monitors: it's got nothing to do with the left image bleeding through the right lens or vice versa. Most people learn to unsee it after a few minutes or hours of gameplay (the brain compensates for the effect). A few people are sensitive to it though and never get to the point where they can tolerate it, in which case I recommend switching to mono rendering (of course that implies losing stereoscopic 3D) or, when possible like with the Valve Index, increasing the refresh frequency of the headset, which makes the doubling look more like a motion blur which people usually find less objectionable.

Alexander

Interesting, I never thought about that. The Q2 can run up to 120hz now, could that not minimize it?

realvr

In theory it could, but the 120 Hz mode on the Q2 has never been as stable as the same on the Index. However it might work for you!

Alexander

I just tried 120hz via the Link cable, still a stuttery mess. Oh welp, guess ill have to learn to not barf :) I also tried downgrading my AMD driver to the recommended instead of the Optional one, still crashes on Adapt in-game. But thats a small problem, just gonna use it in the menu.

realvr

Re: the image doubling, does it go away completely when you select Mono rendering from the mod overlay?

Alexander

No, i actually tried mono to see if the stutter sent away, but it was the same. When i turn my head, everything is fine. As soon as i turn my character with the thumbstick, its a judder-fest. And thats with link cable, 120hz headset mode and above 100fps ingame.

realvr

OK, then something's wrong with your setup. In Mono with that frame rate there should be no doubling and no judder at all. If you upload your RealVR64.log to pastebin.com I'll take a look

Alexander

Thanks man :) https://pastebin.com/VhvRkB2j You can also tell in the logs the instant the AMD drivers crashes when i try to "Adapt" in-game. "D3DERR_DEVICEREMOVED"

realvr

Yes. Unfortunately that error just says that the GPU has crashed, no info about the cause. But I see that you have the GOG version. Have you disabled the Galaxy overlay? It's been known to cause problems in VR

Alexander

Hmmm, maybe just placebo, might run a little better without the overlay :) I can still see character stutter when running Mono and closing one eye. So it is indeed something being rendered funny. Maybe one of the mods i have installed.

realvr

If you find the conflicting mod please tell us, I'll alert other players!

Alexander

Narrowed it down to the mod "Cyber Engine Tweaks v.1.20". Enabling this mod makes it so the AMD driver crashes every time i try to Adapt when not in the pause menu. Removing the mod, i can Adapt as many times as i want ingame, not crash. :) https://www.nexusmods.com/cyberpunk2077/mods/107. I also removed all mods and captured a video of the stutter, if you would like to see it.The video does not show the ghosting, but it shows the stutter if i track a taget while walking left and right. It translate to a "haze" around the characters when moving around, really nauseating.

realvr

Yes, if you can upload the video to YT or Drive I will look at it! I can already tell you that it's not AER ghosting though, because that is entirely perceptual and cannot be captured on video. The judder must be caused by something else that's interfering and messing up the frame timing

Alexander

Here you go :) Let me know when you have dl'd it, i will deactivate the link again :)

realvr

Watched it. It's weird. It looks as though every other frame gets a different timing from the engine. Like instead of say 0.5 0.5 0.5 0.5 arbitrary units of time the engine was doing 0.7 0.3 0.7 0.3 and so on. Unfortunately I don't have a ready solution for you because nobody else has had the same issue that I know of. I can tell you what I would do if I was trying to diagnose the problem on my machine. First of all I would remove the game folder completely from Windows (not the saves of course, just the folder in Program Files) and I'd reinstall the game clean without any other mod. I would also do a cleanup and full reinstall of the video drivers with DDU. Then I'd apply the VR mod and RealConfig, and try the game without any manual changes to the settings. If the problem's still there, I'd switch to Mono and drop the graphics settings until I was able to perfectly hit the refresh frequency of the headset at every frame. At this point I'd know precisely at what point the issue gets reintroduced, or if it was still there in the end my only remaining course would be reinstalling Windows and the Oculus runtime. I understand that it's a lot of work though, and you might not want to do that just for a mod. Sorry that I can't give you an easy out :-/

Alexander

I basically did all of that recently, except for the "not changing any settings" part. Its a recently installed win 10 machine, Cyberpunk is installed last week and DDU'ed 3 days ago and installed newest AMD driver. I could try a reinstall of Cyberpunk with absolutely no mods from the get-go, to check if that could fix it. But i might just have a bum machine...tried with 2 different graphics cards as well, same result :/ Thanks for taking the time :)

realvr

I don't think it's a hardware problem (just a hunch, no solid evidence). It smells more like a software issue to me.