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  • #196623

    In reply to: Star Citizen Fov

    daggey
    Participant

    Guide has been updated a lot as new versions of Star Citizen can change the ratios that different values in user.cfg generate.

    At the moment (3.10) ; for a normal FOV range HMD use r_Width = 2000 and r_Height = 1000 in user.cfg to create a FOV slider of 94 – 108. You can use 94 to play using monitor and 108 to play using Vorpx + HMD. For an index use r_Width = 3900 and r_Height = 1000 giving you a FOV range of 121 to 132. I use 121 to play in. Then when you load into the game mode you wish to play change to 1920 x 2160 as your resolution and set your FOV again (it changes often when moving from menu to into the game mode). Both the user.cfg specified res (whichever one you are using) and the 1920 x 2160 (or whatever you decide you want to play in) need to be set up as custom resolutions in NVIDIA control panel ahead of time. Opentrack spoofs a TrackIR for headtracking using your HMD so set up TrackIR as your headtracker in Star Citizen headtracking settings (no facial expression tracking with a HMD as yet I’m afraid – but oculus are working on it) and run opentrack as suggested in the guide (download the headtracking profile from dropbox and load it into the opentrack config directory and then select it in Opentrack). Also often get better results / less problems generally if running Star Citizen in windowed mode than in fullscreen. I will update for Pimax settings when my 8KX arrives. Enjoy.

    #196563
    Stedios
    Participant

    Index is so much better than the Vive, The sound is an awesome idea and the comfort factor is so much better, and the screen door is not an issue.
    Only down for me is wearing glasses, I cannot get any comfort at all, where as the Vive was so easy to wear glasses.
    I love to play Elder scrolls online in G3D, It looks so f in good :)

    #196500
    Kalell
    Participant

    I need some help. I bought this a few days ago and it was great. I’ve been playing Witcher 3 and been having a lot of fun. Unfortunately after the update I’ve had some issues.

    The biggest issue is that the performance in W3 is much worse. I have an Index and have been running the game at 1440p in cinema mode with 80 FPS. It could mostly maintain that with drops into the low 70s on occasion. Now I’m getting drops into the low 50s and it rarely hits 80, usually staying around 65.

    When W3 starts VorpX says vsync is forced on in my driver, but it isn’t. It’s also turned off in game.

    SteamVR also says there is a file missing when I start W3 but I can’t read the entire location.

    I’m also getting a web browser error message when I open the VorpX settings window, but again I can’t see the entire message.

    The web browser message says:

    “Cannot find ‘
    …:Program%20Files%20(x86)/Animation%20Labs/v…
    ‘.Make sure the path or internet address is correct.”

    The SteamVR message says:

    “The action manifest for witcher3 was not found.”

    There’s a location that also appears but it’s partially hidden and doesn’t stay on screen long enough for me to copy it.

    The VorpX message when I start W3 says:

    “Vsync seems to be forced in your graphics driver.
    Set it to off or app controlled for VorpX.”

    Not sure if it’s the update causing this but I haven’t made any changes since I played last night. Anyone know what’s wrong?

    #196458
    cube001
    Participant

    At 1440p I’m getting 80 – 95 in the area right after i take control of adult Aloy, with VorpX it’s around 50 fps. I’m using a valve index hooked to an RTX 2080 ti@ 2060 MHz.

    It’s absolutely playable though.

    #196403

    In reply to: Ralf: HP Reverb G2?

    Ralf
    Keymaster

    WMR headsets work typically fine, with two caveats:

    1. Vive/Index/Oculus behave better than WMR at very low framerates below half the headset refresh rate. That’s something you should ideally avoid anyway though, so not too much of a deal.

    2. Vive/Index/Oculus behave better than WMR in regard to uneven framerate interpolation, so per default FluidSync is enabled for WMR headsets. Whether an uneven framerate interpolataion (e.g. 70>90) works or not you’ll have to check from case to case. More often than not FluidSync (45>90) will probably be the better choice for WMR.

    That’s the current state of affairs, whether the above will still be true for the G2 I can’t tell as Microsoft is obviously working on their runtime/drivers. So with some luck the above things might improve with their second gen.

    cube001
    Participant

    So I got VorpX when it was in beta back in 2016 after the first vive was released. I don’t remember using it much, but that would be true for VR in general at the time.

    Anyways, I moved to a bigger place recently and decided to get myself a Valve Index to enjoy VR content… I was not amused by most of the VR games available, except for a few… I was looking for other ways to enjoy VR, and I rediscovered VorpX and remembered that I had already purchased it 4 years ago.

    AND WOW! Suddenly my valve index purchase is justified! This software alone makes it worth it. Amazing work that I have to commend you for… Thank you!

    Sorry for the long introduction but I really believe that you have done a great job growing this into the excellent piece of essential VR software that it is today.

    I’m enjoying so many of the games that I have on my steam library in 3d, I was a big fan of Nvidia 3d vision and VorpX is what i have always wished for playing nvidia 3d vision games.

    My issue is with performance though, I’m running a watercooled 2080 ti that is heavily overclocked. and running games on G3D while using the default VorpX setting for Steam VR results in almost 100% gpu utilization on most games i play even at resolution of 1440p with frame rates varying between 15 to 30 fps.

    I understand that Vorpx renders two full instances of 1440p screens but the frame rate is just too low. I can run the same games on 4K res with much higher than double the fps (which is still a few thousands pixels higher than 1440pX2)…

    So searching for answers, I stumbled upon the thread that was made back in May suggesting to try the generic VR mode by disabling direct VR… and to my surprise it actually made my fps much better, within what i would expect given the number of pixels being rendered. I understand that I shouldn’t see more than 10% improvement using this method, but I believe that my performance is being tanked when selecting the steam VR option.

    I have confirmed that I was using the same in game settings in both tests with G3D selected. The game where I did most of the testing was Monster Hunter World… and oh my god it looks amazing in VorpX.

    I would really appreciate any help with this issue. I can also provide all the information required to assess the situation.

    Thank you again for this amazing software. It’s totally worth the $40 and even more.

    #196383
    Trust
    Participant

    Howdy! I think I have the same issue.
    Been using VorpX for a while, and this is new.
    Using a Valve Index and a Geforce 1080, SteamVR 1.13.10
    I am using Joystick Gremlin and VJoy for a Sim Setup.
    My VR setup is normal. I am not using any adapters, and I have not had any problems with my VR previously.

    Symptoms: Launching Game (Mechwarrior 5), with VorpX launching automatically. First everything appears to work properly, but after a moment, the headset goes black.

    The Steam VR “headset view” shows the view in-game, and VorpX appears to be working.
    I can alt+f4 out of the game, and the “headset view” shows my Steam Home, but the headset is still black. Restarting Steam VR does not work.

    Steam VR provides the following error:
    “Error: Display Connection Trouble. Your graphics card cannot successfully connect to your HMD display…”

    If I terminate Steam VR and restart it, the issue persists.
    If I terminate Steam VR AND VorpX and restart Steam VR, The issue persists.
    If I terminate Steam VR AND VorpX and restart BOTH, it worked once, but I cannot reproduce. Now the issue persists.
    If I terminate Steam altogether and restart STEAM, the issue persists.

    Following a Reboot, the issue appears to have gone away. VorpX and Steam VR work as expected.

    marvinthedog
    Participant

    Huyzer,

    Oh boy, I have to much time. I never would have expected that this would take several hours to write. In my mind this would only require a very short and simple explaination. I guess I was wrong :-) And it also turned into a guide about Dead Space mid-way through, lol.

    I notice the same thing in Tomb Raider (2013).

    I am no expert but according to my observations; If the missaligned shadows is present at default settings you wont be able to improve them. But if the profile happens to lack full depth (the kind of depth where the sky is infinitely far away and your eyes go parallell when looking at it) and you need to increase it, and if doing so with the focal offset slider will introduce further missalignment of shadows, then the ipd hack will prevent this. The ipd hack can increase the depth without further missaligning the shadows because all it does is increase separation, unlike focal offset that sometimes seems to also lock shadows to the screen depth or something to that effect.

    So I think in most games you´ll be fine by just using the focal offset if you need to increase the depth. And I think most games allready have full depth in full VR mode. So the situations where you would want to increase depth is if you prefer the cinema or immersive screen modes because they have a very limited depth by default. From my observations the sky in those modes are never further away than 3 meters which is very immersion breaking.

    So without having tried Tomb Raider (2013) I am guessing it allready has full depth in full VR mode but lacks full depths in the screen modes. If you prefer the screen modes with full depth and it turns out focal offset introduces further missalignments then the ipd hack will probably be a good solution for you.

    (Note: when I am talking about 3D depth I am talking about “separation” which is a different thing than what the 3D-Strength/Scale slider in VorpX does. The 3D-Strength/Scale slider in VorpX affects world scale, just to clarify.)

    Also, just like Ralph pointed out, there is a very fine line between full depth and beyond full depth. Your eyes should allways go parallell when looking at the sky. They should NEVER diverge. If they converge to some degree it´s way better than diverging even if it´s immersion breaking. On a physical 3D screen it is easy to set this up right to the limit. Just put a ruler onto the surface of the screen and measure an object that is suppose to be at infinity like for instance the sun or the stars. The distance between a pixel on that object in the left view and the corresponding pixel in the right view must never be bigger then your ipd. On a virtual 3D screen in VR it is much harder to set this up because you don´t have access to a virtual ruler. You will just have to “eye” it.

    can you talk about the reasoning behind the number changes you make

    Sure. The file I edit is “C:\Program Files (x86)\Steam\config\steamvr.vrsettings”. You should probably make a backup of the file before changing something. In the SteamVR directory of the text file you should find “ipdOffset” : 0,. If it´s not there you can simply add it. What this value does is increase or decrease the distance between the virtual eye cameras (the cameras that render your left and right view). It´s probably a little easier to wrap your head around this if you think of it in terms of only moving the right eye camera. A positive value will move it further to the right and a negative value will move it further to the left.

    One mm (millimeter) is 0.001 so this value will move it one mm to the right. If your headset is set to an ipd of 63 the distance between the eye cameras will now be 64 mm. -0.001 will instead set the distance at 62 mm. 0.063 would double the distance, -0.063 would put both camera in the same position (which would result in 2D) and -0.126 would but right camera 63 mm to the left of the left camera (which would essentially swap the left and right rendered views).

    The effect the ipdOffset has in any other VR app is different than the effect it has in VorpX. The effect it has in any other VR app is scaling the size of the world up and down, simply because the world gets smaller or larger in relation to the distance between your eyes, or atleast that´s how your brain interprets it. The headtracking doesn´t scale with it so changing ipdOffset can be very nausea inducing because your head seems to move smaller or larger distances than it is suppose to.

    The effect ipdOffset has in VorpX is different because of the fact that you are looking at a virtual 3D screen representing a virtual world rather then looking directly at a virtual world. (Atleast in the screen modes and probably in full VR aswell iirc.) Rather than scaling the size of the world the ipdOffset will scale the size of the screen (and the distance to the screen). This doesn´t scale the size of the world on the screen so much but instead scales the perceived distance to every object in that world. It affects the distance to objects in the background more than it affects the distance to objects in the foreground.

    In other words in VorpX ipdOffset affects the 3d depth much more than it affects the world scale. It´s pretty much the same difference you perceive between watching a 3D movie on a small TV and a large cinema screen. The 3D depth is much bigger on the cinema screen. To go back to the ruler measuring example; The bigger the screen is, the bigger is the distance between two corresponding pixels between the left and right image on that screen, and if the distance between two corresponding pixels of the sky (or some other infinitely far of object) matches your ipd then you have full 3D depth (since your eyes goes parallell).

    Guide for Dead Space in immersive screen mode:

    So what is a good value for the ipdOffset? I can tell you what works for me in Dead Space with immersive screen mode. My ipd is 63,5 mm and I have set the idpOffset value to -0.06. This means the distance between the left and right eye cameras is only 3,5 mm apart. This essentially scales the VorpX cinema room up to the size of a sports stadium. And this gives me a very true to life 3D depth in the game. It actually felt like I could go a little further with the value but I was to afraid that my eyes would start diverging so I am satisfied for now.

    This value works in conjunction with all the other settings I have in VorpX and in the game, which are:

    In-game resolution: 1920 x 1080

    In VorpX main settings:
    Play Style: Immersive Screen Mode
    Expand the Immersive Screen Settings:
    Screen Distance Offset: 1.00
    Screen Curvature: 0
    Screen Curved Verical: 0
    Background: Ambience
    Expand 3D Stereo Settings:
    3D Reconstruction: Geometry
    3D-Strength/Scale: 1.00
    3D FOV Enhancement: 0
    Focal Offset: 0

    Widescreen Fixer:
    And most importantly the FOV hack that enables a true-to-life fov. VorpX own 3D FOV Enhancement setting doesn´t work right since objects dissapears in the periphery. You will have to download Widescreen Fixer from this adress instead:
    https://community.pcgamingwiki.com/files/file/1754-widescreen-fixer-v34-r737/
    Start up Widescreen_Fixer.exe and set the fov to 0.7 for Dead Space. Atleast this setting is what looked good for me. Once you are in the game you enable the larger fov by pressing cltrl + shift + enter.

    I am using an Index by the way. With the Index fov the immersive screen:s corners just about touches the borders of the Index lenses. The VorpX Ambience setting does a great job of masking out the unvisible areas outside the immersive screen. This setup has a great balance between sharpness and performance imo.

    With the true to life 3D depth and fov this is definately one of the most immersive experiences I have had with VorpX. And this concludes my guide for Dead Space.

    Summary about the ipdOffset:

    In most games it might be unecessary to change IpdOffset since the focal offset slider in VorpX does essentially the same thing. But I suspect there are many games where increasing the focal offset will lead to further missmatch of shadows, reflections and such. So far I have noticed this in Dead Space 1 and 2 and Portal 2. IpdOffset doesn´t have this problem.

    Increasing 3D depth by using either of those 2 options is very usefull in the cinema or immersive screen modes because those modes do not have correct depth. In every game I have tried the sky is only 2 or 3 meters away. Increasing the depth with either focal offset or ipdOffset makes the screen look like a window into the world which is much more immersive.

    I hope you will find this valuable :-)

    #196347
    slydog43
    Participant

    I use both with VorpX. I like the wireless aspect when using the Quest (I use Virtual Desktop to stream to Quest). Not all but most games work fine with this setup. I also use the Rift-S on occasion as it works very well in almost all games that work with VorpX. Hell I also use a Valve index, but I really hate the controllers with the Index, but love the comfort of the Valve Index. Good luck with your choice, its very hard.

    #196276
    TheBalt
    Participant
    Ilfrinam
    Participant

    Hi Ralf,

    I remember reading in Reddit, in the topic of the GTA VR mod, that you had the code of an alternate eye rendering mode that were present in old versions of VorpX.

    Could be possible to implement it in VorpX again? It works very good, and with HMDs like the Valve Index with high refresh rate people report very good results with GTA on that mode. Although it has its flaws, like sickness when steering in a vehicle and some more rendering issues, that can be warned, as that rendering works as good as a native VR mode. At least for me, GTA VR gives lots of presence. And of course, a nice framerate.

    #196119
    Ralf
    Keymaster

    VR controllers can be used to emulate either mouse and keyboard or an X-Box game pad. This does apply to common PC VR controllers (Oculus Touch, Vive Wands, Index controllers, WMR controllers).

    #196088
    mariametro
    Participant

    I have access to the Rift-S, Pimax 8K+ and Index. My personal take is the Rift-S is the most frictionless experience, be it in terms of setup or *perceived* performance. The Index is close and is a more technically advanced bit of gear, but the steamvr eco-system is starting to show its seams. The motion smoothing solution for Oculus is far more accomplished than the SteamVR equivalent. Project Cars 2 / DCS World with its graphics options turned all the way down with no super sampling on the Index *feels* about the same as playing it on a Oculus with maxed settings and some super sampling despite the Rift-S having a lower refresh rate. The Oculus ASW implementation simply resolves motion and reduces artefacts far better than the SteamVR equivalent. There’s also other odd quirks to SteamVR… like performance tanking if you have another GPU in your system running secondary monitors (even if there’s no other apps or additional windows open/running in the background).

    That said, I found Vorpx works better with the Index and Pimax than Rift-S.

    The clarity/res/fov of the index is great and has vastly reduced SDE over the Rift-S but the Index has an occasional glare/bloom/halo issues.

    Oculus games work well under revive and is rather painless/frictionless. I was to understand Stormland was a resource hog or not optimised for non-Oculus HMDs but it worked fine for me with very little tweaking.

    All the headsets have pros/cons and, with the exception of cost, those pros/cons put them on a level playing field or at least it really comes down to personal preference. The limited FOV killed me, so I used the Pimax and was happy but the quirks of its software and colour reproduction haunted me so I went with the Index and was happy and then the handholding and ASW quirks of steamVR annoyed me so I went back the Rift-S, and then the cycle continued…

    I think 2021 and beyond will be exciting for HMDs, but if you’re more or less happy with what you have now, I don’t think switching to a currently available HMD is really going to be a game changer.

    #196009
    slydog43
    Participant

    I have a few different and multiple HMDS. I love how the Index looks (I mean how VR looks with the Index), love the comfort, BUT hate the controllers. Luckily I have not had any reliability with the Knuckle controllers, but really love how the Oculus Touch controller feel and work. Rift-S not as good as OG Rift Touch controllers, but very similar. Hope this helps. (I would update to the Rift-S from the OG Rift, I did that day 1, and only bought another for a different room setup a few months back. I actually use the Quest the most, and lots of Virtual Desktop over 5G in main play space, works great (Many comfort mods on Quest)
    See pic for my Main Rig setup and How I use Fishing poles to switch between HMD’s, I think really cool.
    My Main Rig Setup

    You will have to zoom in towards the bottom to see the HMD’s.

    #196000
    steph12
    Participant

    i just got my index since one week so not long time user, but i’ve been using htc vive since april 2016 and for me the upgrade is worth it.

    from comfort to visual, it’s hugely improved in my case.

    and yeah it works great for vorpx, why wouldnt it ?
    you can use revive.

    i’m just worried about quality issues, i heard horrible stories on the internet of headset/controlers/base stations failing out of nowhere and that can happen at any time.

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