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  • #207084

    In reply to: Cyberpunk 2077

    steph12
    Participant

    back in 2016 fullvr mode was G3D with headtracking, 6dof, automated fov with directvr scan, looks like things changed.

    full VR mode cant be with Z3D when you dont have 6dof.

    there are plenty of full VR enabled game, like skyrim, fallout 3, bioshock 1,2, infinite and many more but i have hard time understand why some games are listed as full Vr mode while they arent, i know for sure cp2077 is not, as defined since 2016 was fullVr mode was and is supposed to be.

    #207064

    In reply to: Cyberpunk 2077

    jjensson
    Participant

    I think he meant 360° VR. Maybe Z3D doesn’t work as well in FullVR mode like it does in Cinematic Mode. I tried CP2077 in VorpX, didn’t like the experience (especially the head movement was very strange), and did my first playthrough on my 21:9 monitor.

    #207039
    incongruent
    Participant

    I’ve only used VorpX on the Death Stranding before and basically had it running in floating 3D TV version… So when I loaded up Cyberpunk 2077 to see how it worked I was pleasently surprised to see Full VR mode.

    I’m running:
    Ryzen 3600X
    32GB DDR4 3200
    GTX 1660 (overclocked to basically TI equivalent)
    Quest 1 connected via VR Desktop and 866MBPS WIFI (computer on 1gbps ethernet)

    I liked the VR experience. Much better than my 24″ monitor. But couple of problems I’m not sure if I can work around or not:

    1- When I use the right grip, it zooms out to TV mode and the resolution is very clear, but otherwise the resolution is very glitchy. I cannot read the text. The map is all wonky.

    2- I find it a bit hard to move from keyboard to the joystick with limited number of key mappings. Does everyone use the default controller key mapping? or is there a custom one that people like more?

    3- I get trailing black bar frame in vision when I move my head left to right, I think that’s VR Desktop doing that so probably ignore that. It does it from time to time to me.I’ll try again later after a restart.

    4-On cut scenes it zooms in too close. I usually hold right grip to zoom out of those.

    Any other tips or guides for getting cyberpunk 2077 going well on my setup?

    #206946
    Ralf
    Keymaster

    @ moarveer:

    The highest Clarity setting enables the texture detail hack AMD recommends developers to implement in addition to the actual upscaling/sharpening. How much of an effect that has depends on the game and also the resolution. You’ll typically see the highest benefit at low to medium resolutions (e.g. 1600p). If you happen to have Fallout 4 installed, that’s a good test candidate: With Clarity at ‘Full’ tree branches in the distance become more detailed, that’s fairly easy to spot. In Bioshock Infinite I found the effect to be less noticable on trees, but you should be able to spot it e.g. on masonry textures, more generelly textures with finer structures, at medium distance. That’s the typical effect you’ll see most of the time when switching from ‘Medium’ to ‘Full’: enhanced texture detail at medium distance.

    Unless it creates noticable texture shimmering, choose ‘Full’. Depending on the factors mentioned above the effect may be subtle, but the option always does something – provided it is available for a game (i.e. the ‘Texture Detail Enhancement’ slider isn’t greyed out).

    @ dellrifter:

    Unfortunately there is no Z3D authoring UI that is ready for primetime. In the DX9 days some devs used all kinds of strange encoding methods for depth in RGB textures do deal with depth buffer access restrictions, I tried to capture them all. Most of that is obsolete since DX10, so in theory I could clean up the Z3D authoring and make it more accessible, but currently I have a huge list of things with higher priority.

    There are about half a dozen DX12 Z3D profiles now (Cyberpunk 2077, Read Dead Redemption 2, Horizon: Zero Dawn, Resident Evil 8, Deathloop, F1 2021, Death Stranding, Grounded). They should cover the most common ways depth is handled in DX12. If you try them all for an unkown game and don’t succeed, an authoring UI wouldn’t give you a much higher chance of success either.

    #206751
    gguuxocipd
    Participant

    in cyberpunk 2077 it works wonderfully. in this game you can set the game to be displayed on the “monitor 2” (psvr). F.E.A.R 1 it went without problems, although you could not set the option in the game. except that you can not play the game 20fps :/. it feels like that vorpx sometimes can not set it automatically. if it would go in mirroring/clone mode would be great, my main monitor has 1080p. iVRy is weird and does not work most of the time, there you are 90% of the time busy steam + steam vr restart or the driver displays it only black and white. if i start trinus, which i bought before vorpx, in steam vr mode and then start a game with vorpx it also comes to errors with steam vr. that’s why i find the Generic VR Headset mode great, because it’s great with games in which you can set the monitor output manually. without much headache with steam vr. it would be nice if a way can be found, since your ingame settings are great, to make it work. maybe i’m just making a beginner’s mistake.

    Ralf
    Keymaster

    How odd. I get more or less 100% GPU utilization with CP2077 here with Fast Sync. (measured with nVidia Inspector). Don’t use the Windows task manager, the GPU usage shown there is often garbage. Also just in case: NEVER EVER run external GPU tools (e.g. Afterburner or similar tools) that hook the graphics pipeline alongside vorpX as that may cause performance issues itself. nVidia Inspector is the best tool to measure GPU utilization since it doesn’t hook the graphics pipeline.

    BTW: ‘Safe’ leaves more GPU resources for the headset render thread at the cost of reduced framerate. That’s not an issue, it’s the purpose of the method. If you crank everything up to max, so that there aren’t enough GPU resources available for the headset render thread to run reliably in parallel, the fast sync modes can cause judder. Switching to ‘Safe’ may help in such a case.

    #206637
    Ralf
    Keymaster

    The only setting I’m aware of that causes a garbled depth buffer is the game’s ‘Color Precision’ option, Which has to be set to ‘High’. vorpX handles that automatically though.

    It also sets a bunch of other settings. If you happen to have disabled auto settings, please first and foremost re-enable that. Automatic settings can often be vital for a profile to work correrctly. With default settings (in FullVR mode) vorpX also disables stuff like motion blur etc. for example. Not unlikely that one of these settings also affects the depth buffer heuristics.

    Also please reset the profile to default, just in case.

    If that doesn’t help, it would be great if you could send me a trouble shoot data archive (config app/trouble shooting) and your CP2077 config file ([User]\AppData\Local\CD Projekt Red\\Cyberpunk 2077\UserSettings.json) to support at vorpX com.

    mr_spongeworthy
    Participant

    Judging from my own experience with CP2077, I’d say that sounds a bit unrealistic at this point, after all it’s pretty the much the most demanding you can find. If the highest possible resolution is your main goal, dial down details a bit. Super high resolutions and everything on ultra is something to aim at with the next generation of GPUs in CP2077, at least at 45fps and better.

    Yeah, I know. It really is very, very close however. If the new upscaling/sharpening method is somewhat better I might be able to squeeze what I want out of it; as it stands I’m frustratingly close to perfection. I’m “this far” (imagine my fingers held 1″ apart) away from being able to push 45fps at 2880×1620 with DLSS factors that still look great and running it RT Ultra mode. That’s sufficient resolution for Virtual Cinema mode for sure. I only tested it at 64/32 to see how great I could make it look if I was totally unconcerned regarding the performance.

    Ralf
    Keymaster

    Judging from my own experience with CP2077, I’d say that sounds a bit unrealistic at this point, after all it’s pretty the much the most demanding you can find. If the highest possible resolution is your main goal, dial down details a bit. Super high resolutions and everything on ultra is something to aim at with the next generation of GPUs in CP2077, at least at 45fps and better.

    mr_spongeworthy
    Participant

    Personally I think for CP2077 in FullVR mode 2400×1800 (DLSS at ‘Auto’, i.e. the game originally renders a res below that) is the sweet spot on a high end machine if you aren’t willing to dial down graphics detail and still want a crisp image. An RTX3080 is able to maintain almost stable 60fps that way incl. raytracing, so there even is a bit of headroom. With the clarity setting cranked up that looks quite good even on a headset with high pixel density (e.g. Reverb G2), on headsets with lower pixel density (e.g. Index/Rift S) it’s already borderline overkill.

    I could probably do that if I didn’t need to turn Parallel Projections on with my Pimax for use with vorpX. Parallel Projection causes a huge overhead. Unfortunately I’m also super-sensitive to blurriness; just massively prefer an extremely crisp gaming environment. Im running a 3080 Ti (factory overclocked, so it runs right over 2GHz out of the box), but because I can see a huge difference, even in Virtual Cinema mode, between 2880×1620 and 3840×2160 in every title I send to my HMD through vorpX, it leaves me really struggling when it comes to performance in some titles. It’s just my unfortunate preference for sharpness getting in the way (well, plus the need for PP). I tell you what, CP2077 at 4K with DLSS at Balanced 64hz/32fps looks, well, it looks incredible (I moved back to CP2007 v1.23). It’s essentially unplayable at that low frame rate, but WOW, just WOW.

    I’m very excited to try the FidelityFX enabled version when you release it. Even if it doesn’t help this particular usage scenario, I think it’s going to be great overall.

    Ralf
    Keymaster

    Personally I think for CP2077 in FullVR mode 2400×1800 (DLSS at ‘Auto’, i.e. the game originally renders a res below that) is the sweet spot on a high end machine if you aren’t willing to dial down graphics detail and still want a crisp image. An RTX3080 is able to maintain almost stable 60fps that way incl. raytracing, so there even is a bit of headroom. With the clarity setting cranked up that looks quite good even on a headset with high pixel density (e.g. Reverb G2), on headsets with lower pixel density (e.g. Index/Rift S) it’s already borderline overkill.

    #206406

    In reply to: Diablo 2 Resurrected

    Rivas10
    Participant

    Tested again a few minutes ago with Cyberpunk 2077 (´cause it´s dx12) and hooked, but without any 3d effect in Z-normal and Z-adaptative.

    #206281

    In reply to: Deathloop

    ParadiseDecay
    Participant

    Ralf has suggested trying: Horizon: Zero Dawn, Red Dead Redemption 2, Resident Evil 8, Cyberpunk 2077 and Grounded.

    #206010
    Oliiiiive
    Participant

    Hello,
    I second this request and i suggest a profile for cyberpunk 2077 if it’s possible.

    #205901

    In reply to: Hardware Questions

    Lawrence1962
    Participant

    thanks guys !

    What i understand is that i have to lower my resolution and my graphic settings, even with High-End Hardware.

    Is the vorpx performance depending on the game just proportional for example 25% lower in Z3D or 50% lower in G3D of the flatgame performance ? Or is the relation between CPU and GPU a little bit different in vorpx ? I read that vorpx reserve 1-2 CPU Cores for itself, and in that case a 12 Core CPU makes sense ? In most Flatgames the bottleneck in 4k resolutions is the GPU, and i don’t know if it will be exactly the same in vorpx because vorpx needs performance for itself ? I read that in 4k and higher resolutions a 4 Core CPU does a good job, because the bottleneck is the GPU. But i even read that games like Cyberpunk 2077, Assassins Creed Odyssey and AC Origins needs a 8 Core CPU or better in 4K, because of the open world simulation of the NPCs and Vehicles ?

Viewing 15 results - 361 through 375 (of 527 total)

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