Man thanks to the people that sent me a copy of the MOD.
Here are my findings:
The RDR2 mod has the same problem as RDR5:
- Alternative Frame Sync with NO frame synchronization. If your framerate drops to like 50-60 and move your head, you will instantly feel the need to .....stop. (Too bad he doesn't have Framesync ^_^).
- The Stereo3D is actually good. I only briefly tested it as I was mostly reverse engineering it. The Rendering resolution is VERY LOW, I think the one of the lowest I've seen in a VR mod (I had to bump the internal resolution in the game settings to 2.5x for it to actually look Ok - like 1080p on a screen).
- There is no support for VR controllers, not even a mapping to controller like I have in Vk3DVision. (I know this is not great for Shooters. I for one can't play Doom or the likes with a controller...) So you are stuck with KB/M or Xbox controller.
Here comes the interesting parts:
- OpenVRAp.dll is identical to mine -> same binary, but this is released by Valve, still I found quite interesting that it's the same ^_^ and the same OLD version...
- He also supports OpenXR (I don't)
- His binary is 66% the size of mine and looking at it closely it matches more with Reshade than mine. It makes sense as he clearly says he is based on Reshade, like me. However unlike him, I removed a lot of things from Reshade (like DX11/12/OGL hooking and stuff).
- He doesn't uses Shader Injection for Stereo! Instead he is hacking the game to find the Projection Matrix and doing stereo from there! (Memory Hack)
- He is also hacking other things proprietary to the game, like camera position, FOV and so on.
- His mod and fix will only work on this game and it's not intended to be GENERAL or usable by other games (Unlike Vk3DVision that AIMS to work with all Vulkan apps - hence the Shader Injection approach)
- One thing that is VERY striking in similarity is that he also seems to be using Vulkan to DirectX11 interoop.... I am not sure WHY! I am forced to do this since only DX11 or DX9 supports the 3DVision monitor (remember?). However for pure VR, Vulkan works just fine and there is no need for the interoop.
Also, the way I implemented the Interoop is based on an Nvidia Paper and I believe I am using some things that are only found on Nvidia drivers -> why Amd GPu's currently don't work.. I wonder did he actually use the exact same approach and paper as me? It is possible, I can't say no as it seems only Nvidia has some docs and papers on this ^_^
I find this similarity very interesting nevertheless ^_^
As a result, I can say that Vk3DVision and RDR2 VR Mode have around 33% in common and that is because both use Reshade and there are some other things like, the same OpenVRApi.dll and the DX11 interoop that are the same ^_^.
At least this sheds some light.
All this poking and reverse engineering at least gave me a few ideas on how to make the VR part of Vk3DVision better ^_^. I have a nice "feature list" there. I don't AIM to change camera positions of hack things like his MOD though
But I would like to give an alternative to Cinema VR screen, while maintaining the VISION the game creators made in the FLAT 2D version ^_^
Hope this helped
Cheers!