Resident evil new vr mod(2,3,7and 8),post your settings here please for the pimax

Haha he did?? Praydog = Koochyrat? Indeed didn’t know that. Really nice work, hats off to you @koochy_rat ! Really awesome piece of work. Long time reverse engineerer here by the way, started out in the Commodore Amiga scene and did a lot of work in the xbox scene (my handle there was “TheSpecialist”). Too bad you weren’t here when I was messing around with the Pimax firmware, was great fun, would have loved to have had a hacking buddy on that journey !

lol, just to clarify he is not Praydog…Praydog made the mod open source already and @koochy_rat made the revision to the mod to get rid of the need for PP. Confusing enough? :smiley:

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aah gotcha now :slight_smile: Thanks for the clarification. Still it’s a nice mod. I never really worked with VR rendering code itself so I’d have to go through the process of reading up on that and figuring out how to mod it. I guess @koochy_rat went through that process so still, so I can relate to the comment that it must have been a lot of work to find out what to change. Great job!

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There is a new build already,download and overwrite… some dx12 fixes and more…
I can even up some graphic settings now…

Here it is:

https://ci.appveyor.com/project/praydog/reframework/build/artifacts

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Yeah, so now you know why :grinning: The number of people who have the skills and interest necessary and also own a Pimax is close to zero. It sounds like you have some experience in reverse engineering, so maybe you should get involved in modding too :wink: Now that Praydog’s code is available, just download, build and tinker around.

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Just don’t have much time for it anymore these days, running 2 companies since 2 years. And a lot of time goes into projects like this! One of the last big projects I did was working on Cyanogenmod. For example I wanted to improve Samsung camera support, to get Samsung code like ‘nightshot mode’ working on CM. RE-ing the camera stack easily took 4-6 hours a day for extended time. Nowadays I’m lucky if I even find 30 minutes of free time in a day. But yeah RE-ing is great great fun, a mod like Praydog made is just so awesome! If i have more time on hands in the future I might be doing VR related projectes like his indeed.

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Played the game (RE3) twice now for about 15 minutes each. The game is really nice, but man … these ‘cut scenes’ just make me want to puke, really can’t stand them. For people who have not tried this mod: these ‘cut scenes’ are like 3d videos where the camera moves all over the place; of course because this was never intended to be a VR game. You really need very strong VR legs to play it like this, haha, I’m not one of those unfortunately. Really too bad because the game itself looks so great! I really don’t understand Capcom, converting this to a good a VR version could be done with relatively little man hours and would be an instant huge hit for sure, probably competing with HL:A, it just seems THAT good indeed. It makes no sense, just pay a few programmers $100.000 each and they’d be making millions with the result. But somehow Capcom seems not to bother, damn capcom!

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What settings did u use on the pimax? or did u use the varjo vr3?

Yeah, not using my 8k-X anymore, only the VR3.

Did it run good on the varjo?

define ‘good’ :slight_smile: It runs pretty well, no complaints there. It’s just those damn cut scenes. Without them the game would be perfect!

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I don’t play multiplayer games so I’d be safe. (#Nofriends)

All of these mods lately , I wish I could, Learn the basics.

Seems like writing hooks and NOP’s could be fun.

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I play RE2, and it is great. Graphic is on edge at my system (2080TI), but I finally have optimized settings:


Pitool
fov small
smart smoothing disabled (important!)
ss=1


SteamVR
ss=0.84
(I have global ss=1, and per app for RE2 SS=0.84)
(resulting vertical resolution is 2896 pixels)


Use Fholger´s OpenVR_FSR:
“enabled”: true,
“useNIS”: false, (AMD_FSR is performing better)
“renderScale”: 1.40, (final vertical resolution is about 4000 pixels)
“sharpness”: 0.15, (low sharpness, game has it already high)
“applyMIPBias”: true,
“debugMode”: false,


PS: I tried also Fholger´s OpenVR_Foveated, but OpenVR_FSR was better for this game.


PS2:
there is often new version of mod (just 1 file is updated, dinput8.dll), check it, and replace every few days:

https://ci.appveyor.com/project/praydog/reframework/branch/master/artifacts
(in RE2.zip)


First time you need complete mod, from here:

(take only RE2.zip, and extract it to RE2 game


re2config.ini:

[Render]
PCTargetAPIFallback=Enable
Capability=DirectX12
TargetPlatform=DirectX11
UseVendorExtention=Enable
UseOptimizeShader=Enable
MainMenu=True
LastCrashReport=
[RenderConfig]
PCDXver=DirectX11
PCColorSpace=0
PCWindowMode=0
PCResolution=4
PCRefreshRate=1
PCFrame_Rate=0
PCVSync=1
PCRenderingMethod=0
PCImage_Quality=5
PCTextureQuality=9
PCSamplerQuality=5
PCMeshQuality=0
PCAntiAliasing=0
PCMotionBlurEnable=1
PCShadowQuality=0
PCShadowCacheEnable=0
PCAOSetting=0
PCBloomEnable=1
PCLensFlareEnable=1
PCVolumeLight=0
PCReflection=1
PCSSSS=1
PCDOF=1
PCLensDistortion=2
PCFilmGrainNoise=1
PCContactShadow=0
PCParticleLight=1
[Display]
HDRmode=1
[Control_34415823]
MouseReverse=1
MouseBind=0
CameraNormalSpeed=17
CameraHoldSpeed=17


re2_fw_config.txt

FirstPerson_BodyRotateSpeed=1.000000
FirstPerson_CameraShake=0.000000
FirstPerson_CameraSpeed=40.000000
FirstPerson_DisableLightSource=true
FirstPerson_DisableVignette=true
FirstPerson_Enabled=true
FirstPerson_FOVMultiplier=1.000000
FirstPerson_FOVOffset=10.000000
FirstPerson_ForceRotateMesh=true
FirstPerson_HideJointMesh=true
FirstPerson_RotateBody=true
FirstPerson_ShowInCutscenes=false
FirstPerson_SmoothXZMovementVR=true
FirstPerson_SmoothYMovementVR=true
FirstPerson_ToggleKey=-1
FreeCam_DisableMoveKey=-1
FreeCam_DisableMovement=false
FreeCam_Enabled=false
FreeCam_LockKey=-1
FreeCam_LockPosition=false
FreeCam_MoveDownKey=29
FreeCam_MoveUpKey=57
FreeCam_RotationSpeed=1.000000
FreeCam_Speed=0.100000
FreeCam_SpeedModifier=4.000000
FreeCam_SpeedModifierFast=42
FreeCam_SpeedModifierSlow=56
FreeCam_ToggleKey=-1
ManualFlashlight_Enabled=false
ManualFlashlight_Key=33
Scene_TimeScale=1.000000
Scene_TimeScaleContinuousKey=-1
Scene_TimeScaleEnabled=false
Scene_TimeScaleToggleKey=-1
VR_AlternateFrameRendering=true
VR_CustomViewDistance=500.000000
VR_DecoupledPitch=false
VR_ForceAntiAliasing=false
VR_ForceFPS=true
VR_ForceLensDistortion=false
VR_ForceLensFlares=false
VR_ForceMotionBlur=false
VR_ForceVSync=false
VR_ForceVolumetrics=false
VR_MotionControlsInactivityTimer=10.000000
VR_UseCustomViewDistance=false

4 Likes

Am I really wrong in thinking that 1) An OpenVR_FSR render scale of 1 and upwards is no upscaling (EDIT: does your openvr_mod.log really say 4000?) - only sharpening, and 2) The final resolution, output by OpenVR_FSR, is the one you set in SteamVR?

…so in your case, it would seem to me (…based on your numbers…), if you want to use FSR to produce 4000 pixels vertical out of 2896 rendered by the game, your SteamVR combined supersampling should be 1.16, and OpenVR_FSR render scale 0.724.

Sharpening should usually preferrably only be applied once, as the last operation in the chain, which would be OpenFSR_VR’s CAS pass…

I made no mistake with supersampling; this is how it works. If you set Openvr_FSR ss higher than 1, you will get higher resolution.
It is not same quality as regular higher resolution, but it is not bad, and it takes small amount of time to produce (1-2ms).
You get more than you spend :slight_smile:

And in log there is written that my texture was at end 4000 vertical.

For sharpening I can be wrong, but I prefer strong sharpening. This is only game where I use just a little FSR sharp, 0.15
It looks excellent to me

Ps: you may try low ss (0.5), then you will see that it works

1 Like

Okido - just checked the readme, and the scale does indeed work both ways, and has since at the very least v1.2 – same result, just two different directions to approach the multiplication from. :7

I too prefer a sharp image - to the point I’ll tolerate quite a lot of aliasing, if it rids me of any blur :7.
The potential problem with sharpening before FSR, is that any sharpening artefacts, such as pixel halos, will also be upscaled. :7

Yes, I know. And I like sharpening too. But here is too much, look at the hair of zombies/people, and you will see.

Also, I saw in discord that we need to select in game the highest textures, and biggest amount of memory (you will find it somewhere in settings). That will trigger HD textures.

Mod runs great on my varjo aero and steam supersampling at 80% and vario base at high . Looks crystal clear and insanely sharp. Best vr experience so far . getting 60-80 fps on the 3090

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Add openvr_fsr to that, supersampling 1.2 to 1.4.
A big difference.

1 Like