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  • #106269
    sponge101
    Participant

    Just started testing the game but when I enter the vault there’s a pixelated shadow emanating from faces of people and objects that light is shinning against. Moreover, with G3D there’s a blury smear from everything when I’m moving. Probably normal but just wanted to report it.

    Just want to say how grateful I am for Vorpx. Amazing piece of software.

    Khuri
    Participant

    I’d like to know if it would be possible to add an option to adjust the position and size of the game screen on the eyes and/or the game HUD on the vertical axis.

    Background:
    I’m wearing glasses which don’t cover my whole viewspace while wearing them, ie there’s some space when I look up with my eyes where i can see past the rim of my glasses easily.
    Now in normal life that’s not a problem as I can just move my head to see something that is out of my glasses focus.

    While wearing a VR headset however, that’s not an option.
    Now when I’m wearing my Rift, there’s an aprox. 10-15% gap at the upper edge of my eyes where i only see a blurry mess because my actual glasses don’t cover that area.

    Normal game content is no problem of course, however if the game has HUD elements in that space, I can’t see them at all (because they’re out the focus of my glasses).

    Now, Would it be possible to not only “Zoom” the image in total, but shrink/move it on the vertical axis alone?
    Or in case of “Skyrim”, where you can adjust the HUD apart from the game screen, to allow a repositioning of that?

    Grumdark
    Participant

    Hello AndyW
    I think I have a solution to your problem lighting with 3D geometry.

    Please look in the game configuration files and follow these steps:
    Open pecanengine.ini
    Change from True to False exactly like the following parameters:
    DynamicShadows = False
    Lensflares = False
    FogVolumes = False

    This will turn off the colored lights in motion, and some other annoying effect and incompatible with the geometry.

    I invite optionally change the following additional parameters:
    MotionBlur = False
    MotionBlurPause = False
    MotionBlurSkinning = 0
    DepthOfField = False

    I also recommend headbob off, turn off this involuntary nod while walking, helps reduce nausea in vr.

    Note that in this game, FOV value is measured differently, I personally used a value in the game file + small modification in Vorpx ingame menu.
    I personally reach an overall agreement in arechivod and fov game, and 3d fov enhancement in vorpx ingame menu to get extra animations fov minimum reload weapon, pressing elevator button e.t.c.
    Also I gained a little separation value (3d strenght),for a small modificacion world scale.
    However, this last paragraph is very personal and unrelated to your question about the lighting.
    Best regards.

    #104475
    ArticTiger
    Participant

    So fallout 4 looks fine for me (It’s a bethesda game so similar enough)- don’t mind the start of the video I was having unrelated issues as well as the sound not recording: https://www.youtube.com/watch?v=CrQ2InamTJI

    My settings for this game are 1280×1440 in a borderless window screen. I recommend playing around with the FOV, mine is actually set to 135. Also make sure to turn off all blur types.

    If everything else fails, try some mods?

    #104354

    In reply to: Skyrim pixelated

    rayden
    Participant

    The only recommendation I can give you is to set up a custom 1080×1200 resolution in nvidia settings.

    As strange as it may sound game looks better in this resolution + some anti-aliasing 2x,4x,8x) than in for example 1600×1200.

    That is probably because 1080×1200 is the rift’s native resolution and things aren’t as blurry as they are in other resolutions. Additionally in 1080×1200 it runs considerably smoother than in other resolutions I have tested.

    The only problem right now is for vorpx to save settings across restarts.

    #104189
    AndyW
    Participant

    Trying to improve the image quality on Fallout 4 (even at fairly short distances it was a blurry mess), I set VorpX to geometry rendering and boosted resolution to 1680×1200. I also disabled the in-game antialiasing.

    While the image was much sharper, foliage and dead scrub became a flickering, shimmering blur that was very unpleasant. I tried turning on MSAA in Nvidia control panel, but this seemed to have no effect.

    To avoid too many hours re-inventing the wheel, does anyone have any suggestions about how to keep the image clear while avoiding unwanted aliasing? My game framerates fell to about 40, which I know is too low, but I’m hoping if I can figure out how to balance sharpness and antialiasing then I’ve got a point to start balancing overall image quality and framerate.

    Many thanks.

    #104127
    piebald3
    Participant

    Just to save everyone the work of doing it themselves, I used the AAMFP profile which is in OPENGL so Doom hooks with Geometry 3D and uploaded it. Not the best experience, and like feathers632 states, there is something janky about panning around and I have a top end rig that pushes a solid 90 FPS.

    The profile is simply called Doom, and the author is me, piebald3. Keep a barf bucket handy and enjoy! ;)

    Also agree..Motion Blur disabled. Change zoom in Vorpx settings to suit your needs. Think I settled at .55 or thereabouts.

    #104111
    mackcowanii
    Participant

    Just got Vorpx running yesterday and I’m having a great time with it so far, but part of my screen gets cut off in Skyrim when I change the 3D-Reconstruction to Z-Normal or Z-Adaptive. I mean it literally cuts off part of the screen and the remaining part of the screen is just blurry lines (I can still see it in cinema view). I don’t have this issue when Geometric 3D-Reconstruction is enabled or when 3D-Reconstruction is disabled. If I change the setting from Z-Normal or Z-Adaptive back to 3D-Reconstruction disabled then it immediately fixes the problem without the game being need to be reset.

    #104017
    feathers632
    Participant

    Well I tried the DOOM demo last night with Vive+vorpx. Created new profile based on Quake and pointed it towards Doom.exe. The game does indeed display in 3d. No depth issues that I could see. Only thing is it looks strange on the eyes when you pan view (look around). Hard to explain. Motion blur is disabled.

    #103627

    In reply to: Fallout 4 CV1

    ageem123
    Participant

    Fallout INI Settings (Highly recommend using the fallout launcher on NexusMods named “Fallout 4 Configuration Tool”)

    • Animation:fMotionFeedbackMinAngleDelta:0.0001
    • Animation:fMotionFeedbackMinSpeed:0.0001
    • Animation:fMotionFeedbackMinSpeedDelta:0.0001
    • Animation:fMotionFeedbackMinTime:0.0001
    • Camera:f1stHorzDampeningVelocityDampening:0.1
    • Camera:f1stVertDampeningVelocityDampening:0.1
    • Combat:bIronSightsZoomEnable:0.1
    • Controls:fMouseHeadingYScale:0.42
    • Camera:f1stVertDampeningVelocityDampening:0.1
    • Camera:f1stVertDampeningVelocityDampening:0.1
    • Dialog:bUseDialogueCursor:0
    • Display:fDefault1stPersonFOV:110
    • Display:fDefaultWorldFOV:110
    • Display:bVolumetricLightingEnable:0
    • Display:iPresentInterval:0
    • General:fChancesToPlayAlternateIntro:0
    • General:sIntroSequence:0
    • Imagespace:bDoRadialBlur:0
    • Imagespace:bScreenSpaceBokeh:0
    • Imagespace:bDoDepthOfField:0
    • Interface:bDialogueCameraEnable:0
    • Interface:bDialogueCameraEnable:0
    #103626

    In reply to: Fallout 4 CV1

    ageem123
    Participant

    Fallout INI Settings (Highly recommend using http://www.nexusmods.com/fallout4/mods/102/?tab=2)

    • Animation:fMotionFeedbackMinAngleDelta:0.0001
    • Animation:fMotionFeedbackMinSpeed:0.0001
    • Animation:fMotionFeedbackMinSpeedDelta:0.0001
    • Animation:fMotionFeedbackMinTime:0.0001
    • Camera:f1stHorzDampeningVelocityDampening:0.1
    • Camera:f1stVertDampeningVelocityDampening:0.1
    • Combat:bIronSightsZoomEnable:0.1
    • Controls:fMouseHeadingYScale:0.42
    • Camera:f1stVertDampeningVelocityDampening:0.1
    • Camera:f1stVertDampeningVelocityDampening:0.1
    • Dialog:bUseDialogueCursor:0
    • Display:fDefault1stPersonFOV:110
    • Display:fDefaultWorldFOV:110
    • Display:bVolumetricLightingEnable:0
    • Display:iPresentInterval:0
    • General:fChancesToPlayAlternateIntro:0
    • General:sIntroSequence:0
    • Imagespace:bDoRadialBlur:0
    • Imagespace:bScreenSpaceBokeh:0
    • Imagespace:bDoDepthOfField:0
    • Interface:bDialogueCameraEnable:0
    • Interface:bDialogueCameraEnable:0
    #103267
    donithia
    Participant

    Thank you for the quick responce. I only have one profile and I have it set to FOV 1.81 already. but it looks weird still and crappy, like pixalated and still zoomed in a little to much. Hard to explain it doesn’t feel natural. And why is there no 3D or depth? Here are my settings below.

    </Statistics>
    </ProfileSpecificGameProfile>
    <RenderProfile AntiAliasingMode=”1″ UseTrippleBuffering=”0″ VSyncMode=”1″ UseMotionBlur=”1″ SSAOLevel=”2″ EnableNvidiaPCSS=”0″ GodRaysLevel=”1″ FurLevel=”1″ TreeTessellationLevel=”1″ Version=”1″ AlphaToCoverage=”1″ ResolutionX=”1920″ ResolutionY=”1200″ Quality=”custom” QualityEditor=”editor_ps3″ Fullscreen=”1″ Borderless=”0″ UseD3D11=”1″ WidescreenLetterbox=”0″ UseWidescreenFOV=”1″ FOVScaleFactor=”1.81″ AspectRatio=”3″ VSync=”0″ VSyncWindow=”0″ RefreshRate=”60″ DisableLoadingMip0=”0″ GPUMaxBufferedFrames=”0″ ShowFPS=”0″ Brightness=”1″ Contrast=”1″ CalibrationScreensShown=”0″ GammaRamp=”1″ AllowAsynchShaderLoading=”1″ SafeFrameAreaWidth=”0.3″ SafeFrameAreaHeight=”0.4″>
    <CustomQuality>
    <quality ResolutionX=”1280″ ResolutionY=”720″ OtherQuality=”low” EnvironmentQuality=”ultrahigh” AntiPortalQuality=”default” PortalQuality=”default” PostFxQuality=”ultrahigh” TextureQuality=”ultrahigh” WaterQuality=”ultrahigh” DepthPassQuality=”low” VegetationQuality=”ultrahigh” TerrainQuality=”ultrahigh” GeometryQuality=”ultrahigh” LightingQuality=”high” ShadowQuality=”ultrahigh” ShadowCinematicQuality=”low” EditorQuality=”default” Hdr=”1″ HdrFP32=”0″ ReflectionHdr=”1″ EnableVertexBinding=”1″ id=”custom” />
    </CustomQuality>
    </RenderProfile>
    <NetworkProfile VoiceChatEnabled=”1″ CustomMapMaxUploadRateInBitsOnline=”10240000″ OnlineEnginePort=”9000″ OnlineServicePort=”9001″ FileTransferHostPort=”9002″ FileTransferClientPort=”9003″ LanHostBroadcastPort=”9004″ LanClientBroadcastPort=”9005″ ScanFreePorts=”1″ ScanPortRange=”1000″ ScanPortStart=”9000″ SessionProvider=”” MaxUploadInbpsOnline=”10240000″>

    annabel82
    Participant

    I don’t know if this is old news, but I have googled a whole bunch and there doesn’t seem to be much about Doom3 VR other than native DK support and some unfinished third party mods to bring it all up to date.

    I have some success after playing about a bit today.

    First I cloned the Quake3 profile and told VorpX where the Doom3BFG exe is.

    After that it basically boiled down to setting ‘g_fov 140’ in game with the native 3D support turned off and using VorpX to gain HMD support instead. Game res was native for CV1/Vive (i was using Vive) at 2160×1200 with everything enabled apart from motion blur which bugged me.

    In VorpX settings I used 3D geometry mode. I maxed out the Field of View Enhancement, possibly enabled letterbox2 as well (I’ll have to check tomorrow it’s 3am I am on my laptop in bed). I tweaked a few other small things, but they made little odds so won’t bother to mention them specifically and that was it; pretty playable and scary too ;)

    The 2D stuff that works well enough
    For the game menus and PDA i used the peak shortcut to zoom me in and out as required.

    The cut scenes looked very zoomed in so i used peak here too. If you time pressing the peak shortcut button just as the camera zooms back to your first person point of view it’s actually pretty cool and seamless but it has to be done manually obviously.

    Unresolved
    I haven’t tried adding the body with ‘pm_showBody 1’ yet so when you look down nothing is there.

    HUD is an issue I don’t feel confident I can solve but I will keep trying. Right now when i think I am getting low on things i quickly use peak to see the HUD, it’s hacky but it works at a pinch. I’ve trawled the internet looking for some sort of hud offset or hud scale or hud x/y console command but nothing as yet. Perhaps there’s a modification out there we could use?

    Any advice or help with this, or your experiences of getting Doom3 working with either CV1 or Vive (with or without VorpX) are very welcome indeed.

    #103224
    RAGEdemon
    Blocked

    I have been doing some investigating:

    The Oculus render resolution absolutely has a great affect on the image.

    Please see here:
    <unable to paste link; uncool>
    Just google “Increase the render resolution of the Rift” – it’s the top link…

    This is an extremely important tool because it dramatically changes the Rift’s resolution, sharpness, and antialiasing effects. It completely transforms the Rift IMHO.

    I believe the render target resolution on the Rift when this tool is set to 1.0 is the native resolution of the display, i.e. 2160×1200.

    Setting this to 1.4 (a render resolution of 1513×1680 I think) gives great image quality in games compared to default! (Some games use values lower than 1!).

    With VorpX, We want to get this close to the game resolution, i.e. 1920×1440, so we want to set the debug resolution to 1.2, which brings the render target to 2592×1440.

    I have tested this with various settings:

    Setting of 0.4 = smooth (high game resolution) but blurry (low Render target).
    Setting of 1.0 = smooth and sharp.
    Setting of 1.2 = smooth and sharper
    Setting of 2.0 = smooth and even sharper (Placebo?)

    The interesting thing is that although in other games, this value heavily impacts performance, with VorpX, this setting doesn’t seem to impact performance probably due to the fact that the scene has already been rendered at the game resolution, and is only passed along to Oculus software for final warping. This means that this does not seem to impact performance! I would recommend 2.0 setting, if indeed it’s not a placebo above 1.2.

    Ralph, a quick breakdown of the different stages of the rendering, with their respective resolutions would be immensely helpful in our understanding. Right now, I’m just taking stabs in the dark. This could potentially be a huge boon to VorpX Image quality.

    For example, my understanding is that:

    Image is rendered at Game Resolution then passed into –> Oculus Render Target Resolution which does the anti-lens distortion, which is then passed onto the display –> Rift Display 1080×1200. Am I correct?

    Thanks :)

    #102527
    prince87x
    Participant

    @Ralf That’s a good idea to try standing and using a gamepad. That might be a little more natural feeling for looking around the environment. I do also agree that it is still different of an experience than you have with just a monitor if the usability of text and hud elements was a little bit better. I couldn’t even read anything towards the edge of my HMD since it would get kind of blurry and chromatic aberration. It normally isn’t an issue because you’d just move your face but in this case the hud elements just move with your face so you aren’t able to just move your face to see them.


    @xxann5
    I backed the KS for the Omni Virtuix too. It would definitely feel more natural of a control/movement scheme and help to enhance that VR experience!

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