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  • #206364
    dellrifter22
    Participant

    Two tactical FPS that work well with vorpX. Both have good weapon customization and shooting mechanics, and can be played online. Profiles on the cloud:

    Zero Hour (G3D)

    **intro videos may stutter and play in only 1 eye, but gameplay is fine. Press hotkey to view in Z3D, or press Enter to skip video sequences altogether.

    -use a 16:9 resolution (2560×1440)
    -set FOV to max 90 in game
    -set shadows to Low, 3 spotlight
    -turn off motion blur

    *I’ve set camera hieght to my preference, but if you use a lot of scopes you may want to reset
    *vorpX Shadow Treatment can be toggled if desired
    *try Immersive screen mode for decoupled head rotation
    *tested on HP Reverb with mouse/keyboard

    Ground Branch (G3D)

    -use a 4:3 resolution (1920×1440)
    -set FOV to max 115 in game
    -set Shadows to Medium

    *Post processing optional, you can disable if Ambient Occlusion “black effect” bothers
    *CTE test branch not yet tested
    *tested on HP Reverb with mouse/keyboard

    #206231
    Demuse
    Participant

    I’m trying to play Death Stranding with vorpX cinema mode and my game slows down to an unplayable frame rate over the course of just a few minutes. When I first start it runs smoothly, for the opening cut scene and walking around, but within just a minute or two the frame rate gets slower and slower.

    System specs are RTX3080, Ryzen 9 5900X, 32gb RAM, and I’m only trying 1080p resolution so I think it should run smoothly – I’ve tried windowed and full screen, low and high graphics settings in-game. The fact that it’s smooth for the first few minutes suggests I’m not just under-powered.

    When panning around with the mouse the whole world looks blurry in motion, like a heavy blur camera effect. I’m not sure whether that effect is applied by the game or by vorpX? The second cut scene (that plays after 2 minutes of walking around) starts okay but by the end of that cutscene, the frame rate is single digits and the game is unplayable.

    I tried switching modes between Z-Normal, Z-Adaptive, and No 3D. No 3D runs a bit smoother for a few minutes but starts bogging down too. I have a Reverb G2 and I’ve tried both SteamVR and OpenXR, with the same behaviour.

    When I run the game without vorpX, it’s buttery smooth all the time (as I would expect with an RTX3080). And I have absolutely nothing else running, except vorpX, Steam, and the WMR portal.

    Any ideas? Based on the first 5 minutes, the game looks really cool and I’d love to play it, but I can’t go back to flat screen gaming.

    Ralf
    Keymaster

    I spent the last three days replicating what the AMD shaders do within the vorpX image processing pipeline. For the most part that meant adding a higher quality sampling algorithm that replaces the default GPU sampling for the headset render stage of vorpX. The sharpening kernel used on top of that is the same as before. It’s absolutely competetive, spent days finetuning its paramaters back then… AMDs dirty little mipmap trick, which normally only is available if game devs implement it in addition to the FSR shaders, can be forced by vorpX.

    Long story short: turned out noticably better than sharpening only as currently available in the vorpX menu. Also better than adding AMD’s method as an extra step in between, since adding an extra processing step would partially negate the prior gain in clarity later when the image has to be resampled again.

    But see for yourself. Skyrim SE is an ideal test case due to its super blurry antialiasing. Looks almost like being rendered at twice the resolution in the headset. I.e. at 1440p the image will look similarly crisp as 4K does without any processing, although (just like AMD’s method) in truth it’s really just traditional upscaling+sharpening. Unlike AMD I don’t have to compete with nVidia, so I don’t have to pretend it’s a direct substitute for their DLSS. ;)

    No enhancement vs. vorpX “Super Resolution”:

    CAVEAT: Note that this will only be available in the actual headset modes (Oculus, SteamVR, OpenXR). ‘Generic 3D-Display’ and ‘Generic Headset’ don’t involve any upscaling that could be utilzed for these improvements.

    #205728

    In reply to: Mad Max?

    thomas3d
    Participant

    I tested the game some time ago to see if it runs in 3D …
    Now I don’t know exactly which profile I used …
    But I still remember one thing … it looked fantastic in G3D … real feeling like in the 3D Bluray film Mad Max Fury Road … !!

    #205611
    Lawrence1962
    Participant

    With my Index I often prefer a resolution of 2880×2160 instead of 3840×2160, because in 3840×2160 i get not enough fps in G3D. Resolutions like 2560×1440 and 2880×1620 are too blurry in my opinion. But the Pimax has a 16:9 Display, and i don’t know whether it makes sense to buy a Pimax ?

    #205570
    Forux
    Participant

    G3D = geometry 3D ? I used 3840×2400 for plane image, not 3D

    So my tests shows that there are no problem at 3072×1920 and problem starts from next 3456×2160

    Also with 3072×1920 image much sharper, blur effect has gone (myabe it can be even better but vorpx stop working with higher resolution)

    #205534
    senoctar
    Participant

    There was a thread a while back before OpenXR support was added: https://www.vorpx.com/forums/topic/ralf-hp-reverb-g2/

    For performance in particular there isn’t something specific to the G2, other than using OpenXR.
    The vorpX VR app does not take up significantly more GPU compared to the Rift S for example. With no background or with Ambience mode it seems to be around 25% of the GPU on a 1080ti. I don’t remember the exact percentage when using the Rift S but it’s no more than 10% difference.

    The bigger resource hog will be the game’s resolution. On the Rift S there wasn’t much visual improvement above 1080p (in cinema mode), but the G2 at 1080p feels like crap so you need at least 1440p. Depending on the game you’re looking at 30-40% more GPU needed to keep the same frame rate at 1440p compared to 1080p.

    One of the obvious things would be to use Z3D instead of G3D for games where it’s available and looks decent. Other than that maybe disable some post-processing that might not add much in VR like motion blur, depth of field and film grain. I also find anti-aliasing to be less of an issue in VR, definitely disable things like MSAA, but TAA, FXAA should be ok. Maybe lower model details if possible, these should also be less evident in VR as long as the textures are ok.

    #205510
    dellrifter22
    Participant

    Chernobylite (G3D) now added to the cloud.

    -use a 16:9 resolution (1920×1080, 2560×1440)
    -set FOV to 112 in game
    -TAA on Ultra (other AA options not tested and may cause fuzz)
    -turn off Motion Blur and Depth of Field
    *use EdgePeek for radiation tool and cutscenes
    *vorpX Shadow Treatment will toggle global illumination if desired (off by default)
    *tested on HP reverb with mouse/keyboard

    Due to some lighting and shadow issues I have chosen to turn off global illumination by default. The environments now look dark and gloomy like the Stalker games – more realistic imho. But if you demand sunshine, then you can toggle the vorpX Shadow Treatment from the Delete menu Image Settings page.

    *optional setup for soft shadows that are less offensive in 3D:

    Open Engine.ini found in C:\Users\(name)\AppData\Local\ChernobylGame\Saved\Config\WindowsNoEditor

    add these lines at the bottom:

    [SystemSettings]
    r.Shadow.DistanceScale=1.1
    r.Shadow.CSM.TransitionScale=0.25
    r.Shadow.MaxResolution=16
    r.Shadow.FadeResolution=32
    r.Shadow.MinResolution=8
    r.Shadow.RadiusThreshold=0.06
    r.Shadow.TexelsPerPixel=0.06

    #205491
    Forux
    Participant

    I just tested it with my old windows mixed reality headset from Lenovo, all works perfectly. No lags, zero problems and image are sharp! Not blurry like with HTC Vive Pro 2. Also the are no problem with single frame freezed like it is in HTC Vive Pro 2 with geometry mode.

    So now I am sure for 100% it is headset related problem, vorpx needs to add support for HTC Vive Pro 2 because now it is not working properly and actually better to have 2 years old headset in case you want to use vorpx… at the moment image really much better in Lenovo headset with vorpx.

    Also I uninstalled nearly everything – it does not change anything – in Lenovo all is okay, in HTC Vive Pro 2 some shit happens.

    So please help me to fix problem with my headset.

    Forux
    Participant

    Hi, I am trying to use vorpx with HTC Vive Pro 2.

    There are two main problems:

    1. Geometry mode not working at all (tested on Skyrim and The Outer Worlds) – the same issue – inside VR glasses game freezed on a single frame, while in the same time on a PC all works perfectly good with high fps – while I move headset game camera moves and etc.

    2. With Z-Buffer modes images looks blurry, it is close to the development kits with ultra low resolutions, something definitely not okay here too.

    I have RTX 3080, 32GB RAM, Ryzen 5600X

    Please help me to fix that and start to use your software

    #205483
    Forux
    Participant

    Hi,

    I own Vive Pro 2 and it is really good headset. No other headset feels that real with price less then 3k so far.

    But.

    But it does not work properly with vorpx! Image looks blurry with z-buffer mods, geometry mod not working.

    When I play Skyrim or other games that must work perfectly with vorpx next happaned:
    1. Screen on PC works okay, no freeze and good fps.
    2. Inside VR glasses image freezed on single frame and nothing happens.

    So guys from vorpx must or fix their software or add message that they does not support this glasses to not mislead.

    #205347

    In reply to: G3D with Unreal Engine

    dellrifter22
    Participant

    I have a suspicion that you might be assigning the wrong exe to your profiles. Unreal 4 games are sneaky in that the main directory has an exe (Medieval_Dynasty.exe), but the actual exe is buried in the Binaries\Win64 folder (Medieval_Dynasty-Win64-Shipping.exe).

    By default, vorpX will attempt to hook in to any exe that runs. If there is no profile assigned to said exe, vorpX will hook a generic profile with base functionality (no 3D).

    I don’t have SCUM yet, but I want to try the SP in vorpX. it’s an EAC game though (anti cheat blocks vorpX) so I’ve had my doubts about getting it to work. Have you successfully loaded SP into the headset?

    I have been playing Medieval Dynasty recently though, and it works pretty well in vorpX. I added a profile to the cloud if you want to have a go. G3D.

    Medieval Dynasty (G3D)
    for best results:
    – use a 4:3 resolution (I use 1600×1200, game runs heavier than it looks)
    – set FOV slider to max 110 in game
    – AA on highest possible (others not tested)

    To slightly increase FOV and soften the shadows (UE4 G3D shadows are never perfectly matched in both eyes, so blurring them helps) open Engine.ini from C:\Users\NAME\AppData\Local\Medieval_Dynasty\Saved\Config\WindowsNoEditor… add these lines at the bottom:

    [/script/engine.localplayer]
    AspectRatioAxisConstraint=AspectRatio_MaintainYFOV

    [SystemSettings]
    r.Shadow.DistanceScale=1.1
    r.Shadow.CSM.TransitionScale=0.25
    r.Shadow.MaxResolution=16
    r.Shadow.FadeResolution=32
    r.Shadow.MinResolution=8
    r.Shadow.RadiusThreshold=0.06
    r.Shadow.TexelsPerPixel=0.06

    I assigned global illumination to Shadow Treatment in the vorpX menu, so if the moving shadows bother you, you can toggle it OFF to give a permanent overcast look. I actually prefer the look of overcast lighting in this game – feels more medieval.

    #205330
    Ralf
    Keymaster

    @ Higgenboober

    vorpX comes with its own frame interpolation (time warp) that can utilize some extra pixels on the sides during interpolation. Compared to the headset vendor interpolation techniques used by other mods that way you get less black sliding in when you rotate your head. Hence 4:3 is a good choice.

    A fully visible body doesn’t really work that well since vorpX also let’s you play standing with VR controllers (as gamepad substitute). Since one never fully stands still, every step to the left or right would move you away from the body. Personally I also found the arms quite annoying while aiming, but that’s probably a matter of preference. I did some experiments with fading in the body when you look down though. No promises, but possible that something like that will make into the next release.

    @ xops37

    With your 1080 you have to find a compromise between image quality and framerate with G3D, the game is too demanding for delivering both with your GPU. Unfortunately the game’s antialising is so blurry that you need a fairly high resolution for a crisp image, so you’ll probably have to settle for a somewhat blurry image.

    I have this gfx mem error every blue moon here. I don’t think it’s really a memory problem, more likely some multithreading issue with vorpX being hooked in. Hard to diagnose unfortunately since it happens so rarlely and vorpX’s global exception handler doesn’t kick in. Usually a game restart should suffice.

    #205098

    In reply to: Feature request

    mr_spongeworthy
    Participant

    Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
    Frankly I don’t know why we don’t have a common/standard format based on color space.
    The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.

    Yeah, ‘back in the day’ I ran all industry-standard HDMI 1.4a stereoscopic rendering on a 720P DLP (projector) using frame-packing (hence my familiarity with TriDef for quite some time, as it supported this format). This meant I was getting a full 60hz 720 display at 30hz per eye. I put this together very carefully as driving stereoscopy was really fringe back then, and the power to do so meant that driving 720p was way easier than driving 1080p. The quality, even at 6 feet wide was BETTER than any HMD I’ve ever seen because you were getting (except for 2d elements) a different set of 1280×720 pixels in each eye. In many ways the entire VR craze has been a step backwards for me. It’s been great for a few things, like racing SIMS where it’s absolutely the bee’s knees, but in the end the VAST majority of what I like is really more about stereoscopy and CLARITY than ‘VR’. It’s why I had to wait for a relatively high-quality HMD before I could invest; I absolutely cannot tolerate the blurry mess of anything below the Pimax 5K+ resolution; and it’s only barely enough. Even with this I have to push the in-game rendering resolution as close to 4K per eye as possible to get the clarity I consider minimally acceptable (for VR mode. For virtual cinema mode 2560×1440 is good enough.) I can’t wait to get something better. Someday.

    Anyway, the difference between SBS vs Top and Bottom is enough to make me use SuperDepth3D instead of vorpX in every possible case where it works on my current 3D display (unless vorpX were to happen to have a working G3D profile for a game I suppose, but so far only Fallout 3 has worked well for me in G3D mode and I play that on my HMD.) In general, you don’t really get a quality degradation over ‘flat’ 1080p anywhere except in 2D elements, where it can be very apparent. But if you are rendering 2 different sets of pixels, each at 1/2 1080p resolution, and presenting those different pixels to each eye, then your brain basically reconstructs them as just as high-quality as 1080p.

    I would hope that adding support for a number of other 3D formats wouldn’t be that big a deal? In the end it would be great to use vorpX alone for many of these titles.

    BTW, while I’m being a nagging pest and asking for features; being able to use ReShade with vorpX would be *huge*. ReShade can downright *fix* many problems with modern games. Fallout 4, for example, has two AA modes; ‘jaggy’ or ‘vaseline all over the lens.’ Can be completely fixed in 5 minutes with ReShade and can’t really be fixed without it. Not being able to use ReShade in combo with vorpX is a pretty big bummer, at least in some titles. It’s great to have the basic vorpX adjustments of course, and they are very much appreciated; sharpness, saturation, etc., but in the end they are limited compared to ReShade.

    #204880
    ShibbyPanda72
    Participant

    Not sure what happened but for some reason since the update it’s near impossible to read the game menu text in RE Village. The vorpx lettering is easy to read but the game lettering is super blurry as well as graphics in game

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