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i also started working on a version that uses vulkan through dxvk to see if it would magically fix it or just help performance in general but didnt get around to finishing it cause it was around the time i stopped working on vrmod full time
i dont know how hl2vr fixed it all i know is that they also use dxvk
btw did you ever look at AMD FidelityFX Super Resolution? It can help with performance. I had a go with it but couldn't get it working properly. Requires modified dlls
Unless you know what features you're going to tune there, on the vulkan's part, there would be no point going for that implementation.
You'll get a major input lag, combined with grainy picture. It works okay for a single monitor setup, but once you'll make it work together with 2 screens simulaneously, you'll start seeing "resize artifacts" instantly. Those artifacts will look like "glittering", like when one of your eyes is seeing something the other eye doesn't.
Chance of success is around 15%, but it is well worth it to at least give it a try.
My second suggestion would be to go for an alternative physics engine for GMod. There are plenty of them compiled and ready. This will not reduce the visual lag, but it will make the gameplay stable and performant during interactions. That is what Valve did to Source 1 physics engine once they've started Source 2 development.
I'd pay to see it 45fps is such a headache in VR