Previous Post

Guess what? Even more fixes

Next Post
no preview
DESCRIPTION

Another week, another maintenance release!

Version 24.3.1 of the R.E.A.L. VR mod brings the following improvements:

  • DOOM The Dark Ages: VR support is back, after the latest official update broke it. This one was a though one to fix, because when I corrected the patches and could get VR running again, the changed code in the game triggered a bug in the NVIDIA driver which would bring down the entire system with a BSoD just after the intro movies.
    In the end I managed to find a trick to sidestep the problem and send the information to the driver in a way that would not trigger the fatal bug, and I also got rid of a synchronization issue that might cause visible artifacts when using DL(S)SS, but once again a friendly reminder: nothing is guaranteed to last forever here, because computers are very complex machines and working out every kink in VR mode is no longer a priority for most hardware and software vendors. So, if you like a game, be sure to play it now while it runs properly :-P

  • Hogwarts Legacy: at some point my player patch got broken by an official update, so the game still kind of worked in VR but my custom cameras were no longer being applied. I corrected that, and while I had the hood open I also hammered in a small fix for the astronomy tables. It was impossible to align the 2D constellations properly with the 3D sky, so the mod will now autoswitch to the 2D virtual screen while you are looking through the telescope.

  • Horizon Zero Dawn Remastered: thank you for reporting a problem with the game that had somehow eluded our attention during testing. It is normally possible to tag enemies when you are using your Focus on them, but in VR those little arrow tags were not visible. After some deep investigation, it turned out that the problem was with the game itself. The engine allows free resizing while playing in windowed mode, and automatically adapts to the changed aspect ratio, but unfortunately the game miscalculates the position of all world markers whenever the aspect ratio is less than 16:9. The error becomes greater as you go down to narrower width/height ratios, until at 1:1 (which is the typical aspect ratio that we use in VR) the markers are all squashed into the bottom portion of the screen.
    The problem actually involves every world-based HUD element, not just the tagging arrows, so in VR even objective/quest markers and enemy alertness indicators were misaligned with their objects and lay invisible past the bottom of your field of view.
    It took me quite some time to reverse engineer the code and fix the developers mistake, but as you know I always want a game to be fully playable in VR, not just something that you pick up and drop after an hour or two because there are too many problems to deal with, so I pushed on until I found a solution.

Enjoy the fixed games, and try to finish your playthroughs because a new title is landing in a week or two!!

[]-D

realvr PATREON 52 favs
VIEWS1
FILES1 file
POSTEDOct 27, 2025
ARCHIVEDJun 10, 2026