Garry's Mod

Garry's Mod

VRMod_x64 - Extended
150 Comments
Doom Slayer  [author] 5 hours ago 
I like WiVRn because bypasses the steamVR. At the same time this is the reason why some games won't work with it.

I am honestly curious to see how openXR gonna perform compared to openVR, so I am looking into documentation once in a while, but I spent a year fixing rendering issues for Linux, so I just not too enthusiastic to work with the backend again, especially rewriting the whole thing from scracth.

As for ALVR, it keeps improving. I play over WiFi. They recently added client side upscaling.

I have a mid range gpu, but I made it work quite nicely.

I use HEVC encoding, lowered buffering, including weight. Quality preset is speed, NVENC is P3 and lossless. The only post processing I do is full resolution multi pass and temporal quantization. Also foveation encoding, both on server and clients and 1.7 upscale factor from 2016x2112 resolution.
StickGuy 6 hours ago 
Its fine but i'm not a big fan of ALVR.
for 2 reasons

1. Blurring lags for wifi - when I first tried it was the worst in 2022 I believe

2. Its kinda confusing - theres way too much stuff for me to do on ALVR its kinda annoying

but I will give it a shot again and see if my opinion will change with it maybe not.
Doom Slayer  [author] 7 hours ago 
@Delta, for me scopes are going dark when I mess with rendering settings. Also some works better than others, like hl2 crossbow (from arcvr) works the best, others like scout,not so good. Not sure if that's something I can fix with code. And again, with guns I did just a bare minimum to fix them, not my main focus right now.

@StickGuy, for now on Linux it works only with ALVR

Sorry deleted your message by accident :profgenki:
Delta 13 hours ago 
is there a way to makke scopes contantly showing so they dong go black idk if i messed somethingup or not lol
Delta 13 hours ago 
dont know if i did something wrong lol scopes go black when trying to use right eye only work on my lef witch is akward

other then that i really like this one of the resions i dont have to keep touching hide near hmd
i just love smashing doors open its so funny to me especly how i can just grab what ever i want and just yeet the thing oh and this version guns actuly work
Doom Slayer  [author] 15 Jul @ 10:41am 
@Belrain, so for now I am still optimizing the code and polishing what I've already introduced, while adding what's naturally feel missing along the way.

Sometimes considering reasonable suggestions from others such us making weapon menu accessible with one hand, but not like "whaaa some stuff from the other vrmod is missing".

So it's hard to say exactly what's gonna be added. I want to add quite few things, but will I be able to deliver, while keeping the performance? Don't wanna lie to people.

For example I want to prevent hands from clipping into a wall,it brothers me, but realistically speaking we need to do calculations every single frame than forcing offset that is binded to the real time input which adds latency and cause jitter.
Belrain 15 Jul @ 7:36am 
this mod is great after using this i for the first time experienced 60+ fps while in vr
also ive been wondering what exactly is planning to be added
GNAvenger 13 Jul @ 9:56pm 
This mod yields the best performance and smoothness for VR GMoD yet, testing combat in x64 with this addon removes an extraordinary amount of performance bugs and issues while keeping all the action and feedback, allowing the best immersion possible. Thank you!
Han 13 Jul @ 3:09pm 
Great work!

Just tried it for the first time and it's the smoothest GMOD VR experience by far, thanks for all your work and keeping it alive!
Doom Slayer  [author] 13 Jul @ 2:14pm 
@Lavitical it would be helpful if I had any code to test to begin with. I am not going to just copy paste code from semi official. And I do need some hardware in order to get started. Original fork has a commented out code for kinect. That's it.

I do have a kinect 360 tho...but I need to write my own driver for Linux and make it compatible with ALVR... or rewrite vrmod backend in order to support WinVRn (I've heard somebody made it work with that). Either of these two options still probably gonna be faster than waiting for this project to generate funding to get some compatible trackers. :profgenki:
Lavitical 13 Jul @ 11:41am 
oi, if you do need help with FBT, i have x3 tundra trackers and a bit too much free time :)
Doom Slayer  [author] 13 Jul @ 5:31am 
@Grocel, already blocked. I have very low tolerance towards this kind of bs. :profgenki:
Grocel 13 Jul @ 4:55am 
Protip: If you block a user on steam they can no longer comment on your workshop stuff aswell. I use that once in a while if someone acts up in a stupid way.
Doom Slayer  [author] 13 Jul @ 4:47am 
Good news everyone!

Now you will not see kick melee related errors, as I disabled that option until I will, if ever, get FBT.

As for bringing stuff back, I updated description, so I won't have to explain myself every time.

Feel free to post these type of requests in a suggestion thread. If enough people will request the same feature, I might consider.

P.S. If you are going to have the same attitude as "Рука Яйца" and demand things with a huge font, you will be purged out of here. :profgenki:
Furpan 13 Jul @ 3:50am 
could bring back the locomotion settings pls?
Doom Slayer  [author] 12 Jul @ 5:49am 
Time to reset melee settings again :profgenki:

Also if you have sudden offsets, delete vrmod_weapons_config.json. Might need to manually move your offsets from the vrmod/viewmodelinfo.json in case you have plenty.
Grocel 11 Jul @ 12:32am 
Reading is hard. xD :csgoskull:
Doom Slayer  [author] 10 Jul @ 11:30pm 
same as the original. You do see the INSTALLATION.txt inside the zip? Or do I need to copy paste it's contents in 3 different places?
JamaicanCreamK1ng 10 Jul @ 9:25pm 
actually put some useful instructions on how to download the modules for ur mods thx
Sega Titan 9 Jul @ 6:29pm 
damn u right
Doom Slayer  [author] 9 Jul @ 3:44pm 
@Sega Titan, yeah I really took my time with rendering part of the code. What performance settings? You mean those options that would either crash gmod or cause flickering? Let's make it clear. Some things might be missing, especially from the semi-offical, because, I forked the original mod and added some options from the semi official (still cleaning up this mess after a year). If something is broken or causing trouble in any way it will be purged .

There is no need for any performance settings, this vrmod sets optimal settings (specifically for the x64) and reverts them back after you exit. Not only this prevents players from screwing up, but also I don't need to rely on 3rd eye in order to guess what settings player has when reading a bug report. You are not gonna squeeze more, unless doing stuff like lowering the details of the textures and such. There are addons for that, such as FPS booster, which I don't support here, so at your own risk.
Doom Slayer  [author] 9 Jul @ 3:40pm 
@Lavitical ahahahaha thanks for catching bug with melee. I guess caffeine does not fully replace sleep after all. Anyways I added ability to switch hands for flashlight and a button to access the offset changer. As for foregrip we will see about that.
Lavitical 9 Jul @ 1:20pm 
oh yeah, the viewmodel thing was me being dumb and not seeing
However, i found a new bug with melee
Basically, the hit boxes for the hands are inverted.
Punching with the left hand activates the hitbox on the right hand. Binds are fine. Also any chance you can get the foregrip mod added into this one? TacRP works nearly perfect with it
Sega Titan 9 Jul @ 12:58pm 
distortion is gone! and i love the de-cluttered ui but why did you remove the performance settings?
Doom Slayer  [author] 9 Jul @ 12:53pm 
@Lavitical there is a button in setting "use world models for weapons", in the first tab, or do you mean per weapon? Offset menu is still available with "vrmod_weaponconfig", but I will add a button soon. Same it flashlight, gonna be back. Currently looking into the weaponconfig for the opportunity to use world model per weapon...
Lavitical 9 Jul @ 12:22pm 
turns out im stupid for the viewmodel thing lmao
Lavitical 9 Jul @ 11:51am 
This finally, finally works on my rig.
it is glorious.
This is a much better experience than perscors ver, almost.

I do think you should bring back a lot of removed settings, however that is my only gripe.
Like, not being able to change where the flashlight shines from is annoying. Same for changing between viewmodels and world models.
The lack of changing offset is also sad, as that can quickly fix alot of weapons that otherwise wouldn't work well.

add those back and this is kino.

btw, has anyone tested FBT with this yet or no?
Doom Slayer  [author] 9 Jul @ 11:31am 
set bindings in steamvr settings
Жулевар 9 Jul @ 9:06am 
I cant move, i used every button, also the hands dont working.
skarly 9 Jul @ 5:27am 
how do i open the context menu or spawn menu
Doom Slayer  [author] 8 Jul @ 12:42pm 
For weapon selection I wanna do something modern, like in HL2 VR/Alyx or Pavlov, as you suggested usable with one hand.

I just wanted to make VRmod run on Linux on Gmod x64, ended up optimizing the whole thing instead. Catse did a great job, would be a shame to let it go to waste.
presents_for_free 8 Jul @ 12:18pm 
Of course, if we end up using this version it will also be listed in the credits of the final video. The series isn't going to start until the end of the year. UI improvements would be appreciated, if even it was just the OG vrmod one-handed weapon swap re-implemented I would be very happy.

In general, thank you very much for your work on this! I'm indebted to Catse for the creation of the original VRmod, I wouldn't have been able to make my series in 2020 without it, and I was always resigned to its technical limitations just being something I'd have to deal with forever. This version seems to be a massive step forward and will be a huge boon to our production.
Doom Slayer  [author] 8 Jul @ 12:13pm 
If you gonna make content with this mod, post a link at least to this page :)
Doom Slayer  [author] 8 Jul @ 12:03pm 
@presents_for_free, UI improvements are planned...eventually. Keep in mind, I work alone on this project without support of any kind. Right now I am focusing on the core mechanics, all these cosmetics is a secondary priority for me. This weapon menu is temporary based on semi official, changed icons to text (as not all the weapons have them) and made them smaller, to fit more stuff in the menu. As for core mechanics...I just pushed an update hehe
presents_for_free 8 Jul @ 11:44am 
Oh, @ your reply, I'm the only one ever in VR in our sessions, so that sounds like your tests are the same as my environment. We'll give it a whirl :steamthumbsup:
presents_for_free 8 Jul @ 11:43am 
Ok, I just tested it out in singleplayer, this is amazing, except for one thing. The weapon switching UI is really small and bound to the left hand, having you point at it with your right hand. This is much worse than the original VRmod weapon switch, which could be done one handed: you just held the button and a bunch of clearly visible icons appeared for each weapon, you'd slightly rotate your hand to point at the weapon you wanted and you'd release to equip.

Is there a way to switch back to the old one, or could you implement that? I use VRmod for a YouTube series where we play through Half-Life with some key changes, but keeping the illusion of it actually being the real game is always important. I used to be able to switch weapons with my hand outside of my vision with the old menu, this is literally impossible with the current tiny-left-hand weapon switch UI.
Doom Slayer  [author] 8 Jul @ 11:40am 
@presents_for_free , I am optimizing with a server side in mind. However my tests are limited to being alone on dedicated server and playing with non-vr players. So I am afraid you will have to find out yourself :profgenki:
presents_for_free 8 Jul @ 10:49am 
Does this work/have any issues being used in multiplayer on a server? This might be huge for my upcoming project
Doom Slayer  [author] 6 Jul @ 7:12pm 
After this update it's recommended to reset melee settings, as I removed unnecessary multiplier
Cherrie_The_Shifter ΘΔ 5 Jul @ 8:56am 
alright
so urs is better
has more and is easy to sue and better for performance. alr cool
Doom Slayer  [author] 5 Jul @ 8:49am 
In my fork I focus on stability, performance and usability.

On semi official the author just adds more stuff and floods workshop with "backups". If you are lucky you will guess which one is working.

What’s better is for everyone to decide for themselves. DIY kit with 30 fps or something more playable out of the box.
Grocel 5 Jul @ 7:06am 
semi official is semi abandoned
Cherrie_The_Shifter ΘΔ 5 Jul @ 5:54am 
why not somehow work with mod maker of the semi official one the newer ig one and just merge them. Anyways Yeah
Boneworks 5 Jul @ 2:05am 
Thank you
Doom Slayer  [author] 4 Jul @ 3:07pm 
Check if show collision is active in melee tab
Boneworks 4 Jul @ 5:05am 
Why is there a gray block on my hand
Doom Slayer  [author] 3 Jul @ 3:39pm 
The pickup system has been rewritten and awaits you feedback. Take a look at the change notes. :gmod:
Boneworks 2 Jul @ 7:06pm 
thank you for this mod I was using the normal one and was on x86-64 and it was really bad to play and I didn't know why
Doom Slayer  [author] 2 Jul @ 6:00pm 
@MrBub, me too ..., but only on Linux :ufff: Windows version looks nice somehow.

I just added another setting in rendering tab - scale factor . Try it out.

If it won't help you can also try to reduce bars by proportionally decreasing FovX and FovY scales and if it's get's distorted you can increase view scale proportionally to the Fov scales .
Or just decrease view scale without touching fov.
MrBub 2 Jul @ 3:46pm 
im able to see the borders on the edges of my screen quest 3 pcvr. happened with the old vr mod too