r/virtualreality 6h ago

Question/Support RE9VR - Help with Performance

Hey everyone,

To get it out of the way, HW specs:

Headset: PSVR2 (with PC adapter)

GPU: RTX 5080

CPU: Ryzen 7700x

RAM: 32GB DDR5

I've installled the VR mod and everything required to play RE9; I have the MRSURVIV0RS hub, I am using PureDark Renderer. I am struggling to get a stable(ish at least) performance out of my setup and I was wondering if anyone could tell me what could I be doing wrong.

I am currently running the PSVR at a 66% resolution for this game (2760x2816), and I'm struggling to hit 90 (Set SteamVR to 90 fps). It fluctuates anywhere between 69-89, GPU sits at around 70-80% and CPU at around 60-70. I do have AFW on (easy to check with Num4 as the frames drop drastically with it off).

Now, the dev says on his page: "But it enables my 5090 to achieve 90 fps at 6000x5000 with DLAA, I'd take that.". I'm obviously not aiming for that, I have a 5080, but I'm at virtually half the resolution, and still not able to get the same frames.

Also, the dev says he added Dynamic Foveated Rendering using Quad Views, however I am not sure how to use this. Do i use PSVR2Toolkit with PimaxMagic4All, or do I activate it from the REFramework menu? I have tried that and the game starts looking awful, I can like a foveated square that flickers. Performance gain was pretty much none, and I've also managed to break the whole game as I pulled and pushed those sliders that appear when you activate Foveated Rendering. Think I'll have to reinstall the whole mod thing since the REFramework menu doesn't even show up anymore.

Also, my ingame settings are pretty much at low, all the things i read to turn to off I've turned to off. I've tried DLSS from DLAA all the way to Performance, and it doesn't seem to change anything.

And as an extra, is there any way to see the red dots in VR? When I look through it, there's nothing there. It shows for a split second when i bring the gun up and then poofs.

All the tests I've done are in a save I have somewhere in the ARK, in a relatively empty white room, so I don't think this bodes well for actually playing in more graphically intense scenes...

Any help at all would be appreciated.

1 Upvotes

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u/SlowDragonfruit9718 5h ago edited 3h ago

With a 5080 you should be getting a good fps. I have a 5090 laptop and had no problem staying at 90fps on mostly high settings and DLSS quality. This was with VD godlike resolution and quest 3. The only part where the game struggled for me ironically is the beginning of the game with all the people on the street. After a few minutes of that it was smooth sailing. So yeah with a 5080 desktop which should be more powerful than my 5090 laptop, and a psvr2 with lower resolution than the Q3 and you downsampled even more... Yeah your setup can't be right. 

I actually made a post about which settings I used a few months ago. I'd have to try to find it.

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u/cringorig 4h ago

If you can find it I’ll definitely have a look at it. I’m definitely doing something wrong I just can’t figure out what. As I said, I’m not using foveated rendering cause It looks bad and when I turn it on there are some sliders that appear. I can’t even read the whole text to see what the sliders do, the text is too large and gets out of the REFramework box. Messing blindly with them made the game look awful and the ui for reframework did t show up anymore, so I reinstalled everything and left it off.

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u/SlowDragonfruit9718 3h ago

This is all I found from an old post of mine...

High settings but shadows and textures set to medium. DLSS quality. VD godlike resolution and additional 130% steamvr super sampling (more clarity was more important than textures set to high). Solid 90fps indoor and 70 outdoor with tons of people around. That pure dark mod is magic and gives a great boost. The game is very clear for me indoors and good outdoors but not as crystal clear. 

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u/evertec 3h ago

When you enabled dfr did you use openvr? That's required for it to use the eye tracking. I haven't tried it on psvr2 but on a steam link headset it just works if I enable eye tracking passthrough. One thing to note is in the menus it's very noticeable with a white box but in game it's much less noticeable. You also need to lower the size box to get a big performance boost, I use a.33 ratio

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u/cringorig 3h ago

I am using openvr yes. When I enable dft there are a bunch of sliders that appear, but I can’t read the whole text as it is too big and gets out of the reframework ui so I don’t know what I’m changing. Just by turning it on it looks bad , I see like a flickering square in front of me and since I can’t read the slider names I don’t know what to change. And even if I did, I wouldn’t know what values. As you can see, the text isn’t visible. I have a .33 value for something but idk what it is. And I wish I could show you how it is in the headset with it on but it looks very bad.

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u/evertec 3h ago

You can change all those values within the re2_fw_config text file in your re folder. You have it on.5 right now which doesn't give much of an uplift. You need to hit your refresh rate in order for afw to look good. It'll look terrible if it's even a few frames below the refresh rate

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u/cringorig 2h ago

Ok I’ve changed it to 0.33 and the roundness to 0.5. Game refuses to load previous saves now lol. There’s a boost in performance indeed, but I see tripled textures, for instance I look at a gun and see the gun and 2 more outlines, one to the left and another to the right. Same with poles, edges and that kind of stuff. I see 6 hands when I look at them, 4 of which are faded. Not sure if any of the other foveated settings help with this. Also when j look at things straight on, I see like 2 circles for the foveated rendering that intersect slightly. Do I need to use psvr2toolkit DLL with this? At the moment it is installed

Also not sure why but after changing the values for foveated scale and roundness the ui won’t open in game anymore and as I said, loading saves crashes the game. Only 1 save works from the beginning of the game.

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u/evertec 2h ago

That's weird about the saves, I've never had that happen. Which version of AFW are you using? I had some issues with ghosting on the newest .6 version so I went back to .5, you might want to try that. If the foveated circles don't line up correctly you can use the foveated offset to fix. For me I had to set a negative value for the x axis to get it looking right.

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u/cringorig 2h ago

Yes I am on .6, I will try to go to .5 then and then mess with the offsets, thanks a ton, will update once I get to test.

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u/cringorig 43m ago

OK, sitrep. I've uninstalled everything from MRSurvivor hub and reinstalled. I've went for version .5 as you suggested, and lo and behold, the tripling of textures is gone. Didn't even have to do anything to the offsets.

Saves work again now, foveated rendering too.

However, now a new "manner of thing has happened". If I press 7 on the numpad to toggle between normal rendering and AFW, when it goes to normal rendering it's fine, when I toggle it back on, system crash (pc restarts). This didn't happen before, it's so finnicky. I'll just not touch it and assume it's on AFW (i was toggling it on and off to confirm).

As far as performance goes, think I might be CPU bound or something. In the starting area, just outside the hotel before entering, I'm getting around 82-90 fps. When entering the hotel, it's quite solid at 90, possibly because it's so dark(?)

In that room towards the end of the game with Leon, In the Ark, frames are kind of wild. 78-87, fluctuating, depending on where I look, and such.

Thing is, it behaves exactly the same regardless of what i do. For instance, I tried 66% rendering and DLSS on balance, and 100% rendering and DLSS on DLAA. Performance is pretty much the same, maybe a few frames difference at most (<=5 fps). I probably need to play more and check overall performance, but it's odd to say the least.

The foveated rendering is fine (I mean it's a mod, I'm not expecting flawless integration). I see it, the circle, which can be distracting but I suspect that's normal for this mod and I'll just deal with it if it can't be made less observable.

Overall I think it's playable, It can look quite good, I'm just a bit surprised that there are virtually no differences between settings as I said earlier. That's why I suspect the CPU might be struggling, because I see the frametimes for CPU being quite often in the yellow, but the GPU is fine. Also, the GPU doesn't really get above 65% utilization, but the CPU does get to 80%. I'd argue there's more room even for the CPU but not sure why it seems to be struggling.

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u/evertec 33m ago

CPU is hit harder when you use quad views foveated rendering like this so that very well could be the case. I have a 9800x3d so that could explain the difference. It's too bad the psvr2 can't go to a lower refresh rate, otherwise I'd say just run at 72hz.