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r/virtualreality • … • u/Linkale_

We should be talking more about performance when promoting VR mods

I don't know if my PC is considered modest among this community (a 5800x3d and a 4070ti with 32GB of RAM). I don't consider it modest at all, still not the hightest tier but a high tier PC nonetheless. But it's not uncommon that I try one of those VR mods that have become so popular lately and it completely TANKS my performance. The most recent case is with Resident Evil 7. I try RE framework, I get normal performance. I try the new mod that adds VR interactions to it, and suddenly my game can't even reach 50fps. And it's the mod's fault! as soon as I disable the new features in-game, performance is back to normal. What's with manual realoading and holters dropping performance so much?

As I said, I don't know if most people here have PCs way more powerful than mine and they don't even notice these things, of they are so blinded, so excited, they don't even notice their framerate lowering to the mid 40s. But I think with so many of these mods being vibecoded, or just poorly coded overall, we should be addresing how do they behave performance-wise more frequently.

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