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  • #185031
    jjensson
    Participant

    I have an HP Reverb on order and i’m curious about the following issue.

    On Reddit many have reported that ever since the Win10 1903 update the WMR software uses a lower resolution and the image looks blurry. Such issues are apparently nothing new with WMR.

    Now, i’m not knowledgeable enough about how much of WMR software vorpX uses, but i’m a bit concerned how this would affect my vorpX experience, now and in the future. Should i try delaying Win10 updates as long as possible?

    Or is this only an issue for native WMR apps?

    #184936
    uswin
    Participant

    Hi Ralf,

    I think i have solve the blurry issue for Alan Wake, just like you said i use higher resolution but forget to save and to quit and restart the game after that. after i save and restart the game, the vorpx in game menu and game image look very sharp now.

    Sadly, vorpx and game in Alice madness still look like a low res even after i set higher res and restart it again, im not sure why with alice madness. maybe just need a better resolution for this game ?

    thanks for the solution ralf

    note:
    Yeach, maybe i will try to reinstall all pimax and steamvr and see if it is fixed

    #184932
    uswin
    Participant

    that is definitely weird, i will take a look at those weird pimax/vive detection later.

    as for blurry, like i said before, i have run the game on higher resolution > 1440p, i created the resolution for pimax with 3840×2400 in nvidia control panel and set it in game in that resolution, especially for alice, this blurry issue still exist somehow. Im not sure why.

    #184927
    uswin
    Participant

    thanks for looking into this,
    i turn on supersampling in steamvr before because i think maybe it will help the vorpx look more sharp and less blurry, before i turn on the supersampling, the blurry still visible.

    Yes, Please kindly take a look at this issue, since i believe this issue always occur 100% on me now, as for vorpx version before 19.2.0, i encounter this blurry issue sometime but it is fixable by restarting my pc/ replugging my Pimax5k, and restarting all service (pitool,steamvr).

    But now restarting service / re-plugging HMD didn’t do the trick anymmore.

    regards
    Aswin

    #184907
    uswin
    Participant

    Hi Ralf and other
    I have some blurry issue with vorpx running on pimax 5k

    here is my setting:
    pitool : 1.0.1.132
    render quality : 1.5
    refresh rate : 90 hz
    steamvr : steamvr beta 1.5.7
    nvidia gtx970 driver 430.86

    it seem before vorpx 19.2.0.1 everything works great, but now after update 19.2.0.1 and 19.2.0.2, the vorpx itself (in game menu, cinema world look blurry and jaggy) looks blurry and unstable, as if it is run on low resolution thus affecting the game inside of it no matter how high i set the in game resolution, in this case i even set the in game resolution up to 3840×2400 for my pimax 5k and vorpx and the game still look blurry and jagged, unlike previous version of vorpx.

    it is kind of hard to explain but it seem as if vorpx itself doesn’t follow steamvr manual application resolution and revert to lowest resolution instead of high resolution.

    as for the setamvr home and steam vr application such as vrchat etc etc, it looks very sharp in pimax 5k, it just the vorpx that run on low res.

    any idea how to solved this, it is kind of strange this issue occur now. maybe i missed some setting or something ?

    regards
    Aswin

    #184469
    Zarkov
    Participant

    The hud elements on the edge of thescreen are visable but I can’t really read due to image quality. Edge peak works, but that does mean I have to remove my hand from the flight controller and find the mouse on my desktop with the VR-set on. So that’s a bit of a challenge.

    Sadly the VorpX shader tool does not seem to work in OpenGL mode. It shows the message that “The current version of VorpX only supports older versions of openGL which don’t support shaders”.

    It might have somehting to do with the fact that I’m using a Pimax 5k headset which seems to be a bit blurry on the sides even in native VR games.

    #184098
    moarveer
    Participant

    Gave Borderlands 1 GOTY Enhanced a try and it worked great in DirectVR, perfect tracking and scale, my only issue would be that it didn’t like my custom resolutions so i got only 1600×1050 or something like that avialable and it looked too blurry. This also happens in 2d, so i’ll look around how to set it up for higher res.

    Still amazing update Ralf, great job.

    #184087
    steph12
    Participant

    Okay so i spent some more time with it today and yeah, doom 2016 totally works. Get into the game, set it to 3d geometry, set your resolution to a 4:3 ratio (i think it was 4:3 the game tells you even when you boot it up that its the best ratio for it), pick a resolution your system can handle in that ratio

    I used OculusTrayTool to put SuperSampling to 1.2, you could probably go higher, im just running on an old graphics card, overclocked 780, but got a good processor, i7 4930k.. anyhow, game is running and looking good at 80+ fps in the rift for me. You might have to turn off -alot- of their settings or set them to low but the game still looks gorgeous either way.

    But disabled the games Anti Aliasing and increased Sharpening to handle those ‘blurry’ images that were like 15-20 feet away and its smooth now and looks good… im not gonna pretend youll have the exact same experience with it as me, but, the game is playable and it is actual 3d… hope you can get it running, good luck!

    I did mess around in Nvidia control panel a little bit also and set it to high performance, anti aliasing mode – Application controlled, but Anti aliasing transparency to 2x supersample, power management maximum performance, Texture filtering LOD to Clamp, Texture filtering quality to high performance; Trilinear optimization to On, Threaded optimization to On, Vsync Off, VR Prerendered frames to 2

    hope it works for you!

    did you upload your profile ?

    #184072
    TheBalt
    Participant

    Okay so i spent some more time with it today and yeah, doom 2016 totally works. Get into the game, set it to 3d geometry, set your resolution to a 4:3 ratio (i think it was 4:3 the game tells you even when you boot it up that its the best ratio for it), pick a resolution your system can handle in that ratio

    I used OculusTrayTool to put SuperSampling to 1.2, you could probably go higher, im just running on an old graphics card, overclocked 780, but got a good processor, i7 4930k.. anyhow, game is running and looking good at 80+ fps in the rift for me. You might have to turn off -alot- of their settings or set them to low but the game still looks gorgeous either way.

    But disabled the games Anti Aliasing and increased Sharpening to handle those ‘blurry’ images that were like 15-20 feet away and its smooth now and looks good… im not gonna pretend youll have the exact same experience with it as me, but, the game is playable and it is actual 3d… hope you can get it running, good luck!

    I did mess around in Nvidia control panel a little bit also and set it to high performance, anti aliasing mode – Application controlled, but Anti aliasing transparency to 2x supersample, power management maximum performance, Texture filtering LOD to Clamp, Texture filtering quality to high performance; Trilinear optimization to On, Threaded optimization to On, Vsync Off, VR Prerendered frames to 2

    hope it works for you!

    #183999
    TheBalt
    Participant

    It has Geometry 3d in the profile, the issue im trying to figure out is a ‘blurriness’ of anything more than like 15 feet away… im sure there some settings in Nvidia or in the game or vorpx to help clean that up, but otherwise, it works, its real 3d

    #183688
    what595654
    Participant

    This one…https://www.walmart.com/ip/VR-Tek-Windows-VR-Glasses-FHD-Resolution-2560×1440-Black/56206937

    The 2560×1440 rgb stripe version has better lenses than the 1440×1440 version, and a vibrant screen. Better than my Rift, Vive Pro, Odyssey, Pimax 5k plus, GearVR, Lenovo, so on.

    I own all the headsets, and it’s the sharpest headset I own. The motion blurring it terrible, and the lenses aren’t the best, but it has a very sharp screen, with almost no sde.

    But, the drift is pretty bad. I was playing with head tracking locked, but it started making me sick, and I couldn’t read some of the UI.

    Do you think you could add an option to alt-space at a certain time interval? I haven’t been able to get it to work with a script.

    buckjohnston
    Participant

    If you search the cloud profiles there is a Mordhau Geometry 3D profile by [High Fov] that works great!

    Make sure to turn in-game fov to max settings in game settings, fps in game to 90 in the menu, turn off temporall AA, motion blur, head bobbing, put graphics to medium.

    The only issue is if you run and stab (shift and scoll mouse wheel) that is a hotkey for vorpx zoom. I would recommend changing your sprint key to capslock to avoid that. It’s very immersive, and I’ve had no issues playing hours on servers!! Have fun.

    #182897
    markbradley1982
    Participant

    Today I’m getting flickering artifacts in Rocket League. It suddenly started, and it does appear that Rocket League got a subtle graphics update that may be causing it.

    In the outer space ring arena the ball is half black and at a weird unnatural feeling depth that causes eye discomfort. The metro night arena has flickering buildings.

    The resolution I am using is 1920×1080. Bloom and motion blur are both on and I feel they actually look good in VR. I also had adjusted the sharpness and color saturation but I don’t have the sharpness setting in front of me and I am not sure where I can pull these settings from while outside of VR. I also need to add that the above settings have been working perfectly for months including the sharpness, color saturation, and aggressive crystal image settings.

    #180858
    budwheizzah
    Participant

    Ok, sorry it took me a while to catch up, here, guys.

    First off yes I can upload my profile on the cloud, although it really only is a copy of the original WRoEF profile with very slight changes to it (ie image zoom, separation strength, HT sensitivity)

    Secondly the image zoom thing: We’re stuck at a 16:9 resolution (I now own the Steam edition of the game and I’m just as unable to launch that one in windowed mode as I am the GOG edition, both versions crash on launch unless I’m running fullscreen) and thus, Image Zoom at 1.0 is absolutely unplayable given the image is so enlarged, the aliasing is visible and the game is a blurry mess… the game’s artificial AA techniques actually make it worse, not better.

    I’ve tinkered around until I found the best balance between pixel density (image sharpness), performance and of course viewing area. In no way, shape or form is the game “unplayable” with image zoom at 0.75. Sure it produces slightly visible edges at the top and bottom, but if you turn “Background” in Image Settings to “Ambiance” you will forget about these edges after 30 seconds of gameplay. The result from this chain of settings is much, much less aliasing without having to use the game’s own terrible blurry anti aliasing methods (basically you leave AA on Low), a slightly lower FOV thus giving the game a boost in performance (the higher the FOV, the more work the game needs to do) and a visible area that’s far superior to cinema or immersive screen modes, all while enjoying that full blown 360 head tracking.

    If we could run at custom resolutions, something I haven’t been able to get working yet, image zoom could probably go up to 0.8 or 0.85 while having the same image detail, but right now being stuck at 16:9 there’s not much we can do but endure a tiny slither of visible edges at the top and bottom. Keep in mind the edges are only really visible when you move your head up and down at which point the asynchronous timewarp does its thing.

    Ralf has helped me confirm how to make this work with the Steam edition too, so I’ll be updating my instructions guide shortly, providing a solution for each edition.

    Borvath
    Participant

    I think GPU Integer scaling support sounds good, I think it makes lower resolution video not blurry in a higher resolution screen, which could be useful for VorpX.
    I have no idea what Prerendered frame control is, but it sounds like it could be relevant to VorpX, others look unrelated.

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