Disonomouss / RDRVR
git clone https://github.com/Disonomouss/RDRVR.git
v0.8.11 · 8d ago
Red Dead Redemption VR Mod
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Star history (as recorded here)
LanguageC++
LicenseMIT
Created2026-10-07 (15d ago)
Last push8d ago
Watchers1
OwnerUser
Links
README excerpt
# RDRVR: Red Dead Redemption in VR
A native-stereo VR mod for the PC port of **Red Dead Redemption** (2024). The game draws the scene once per eye from
your headset's view, John's body and arms follow you, and the guns are held, aimed, holstered and reloaded with your
hands.
Version 0.8.11 (an early public release). Tested with a Meta Quest 3 on Virtual Desktop; any PC headset with an
OpenXR runtime should work (see Compatibility).
> RDRVR is an unofficial fan project. It is not affiliated with or endorsed by Rockstar Games or Take-Two Interactive,
> and it contains no game files. The game sends its crash reports to Rockstar: a crash with the mod installed is
> reported too.
## Features
**VR view**
- True stereo: the scene drawn twice per frame, once per eye, with your headset's own field of view (asymmetric and
canted displays included) and late-latched head and hand poses.
- Per-eye fixes so both eyes see the same frame: grass, wind, lights, forest, exposure, rain and particles, god rays,
wetness and blood, cloud shadows.
- Culling, tree billboards and distant trees follow your head, and stay upright.
- Faster in 0.8.0, both on by default and used in a Quest 3 over Virtual Desktop at 90 Hz ("performance is smooth"),
the shared shadows switchable in the Advanced tab, the batches with `[Render] PlaybackBatch` in the ini (since 0.8.9):
- the game's render thread hands its recorded work to its GPU thread in batches instead of one command at a time:
about 2.5-3 ms less CPU a frame in the developer's tests (about a fifth of the stereo frame), the image unchanged;
- the shadows (the sun's, the lamps' and the spot lights') drawn once a frame for both eyes instead of once per eye:
about 0.9 ms less CPU a frame; the shadows' edges can move by a texel.
- New in 0.8.4 (tried in the developer's simulator only, not yet in a headset): one-click Quality, Balanced and
Performance presets in the Display tab (they set the eye shape, DLSS's quality, a cap on Automatic's resolution and,
for Performance, a 72 Hz refresh rate); a headset refresh rate row where your VR runtime lets the mod choose it (the
row says when it does not); and a note suggesting a lighter preset when the headset keeps missing frames. The mod's
own work costs less on slower processors (about 1 ms a frame less on a simulated 4- or 8-core CPU, nothing measurable
on a fast one; the image unchanged).
- FXAA, the game's TAA or DLSS run per eye (DLSS with its own history per eye, falling back to one shared history
if its setup fails, which `RDRVR.log` says; since 0.5.0 it is usable in the headset: its images were handed to the
headset a few frames stale, two defects in what the game feeds DLSS are corrected, its jitter's length and units,
and a hitch no longer drops the per-eye histories); the game's own colour and gamma.
- Optional (new in 0.3.0, off by default, tried briefly in a Quest 3; the Display tab, under the anti-aliasing, with
FXAA): each eye rendered in your headset's own s