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  • moblackny
    Participant

    I have had vopx for about 10 days now and have yet been able to get it too work. I have contacted support and have followed all of the suggestions they gave but no luck. seeing if anyone here can help. the errors I get is no oculus headset found I have the meta quest 3. Also getting the failed to attach exe. I have check to make sure nothing that can interfere with it is running. these are the steps I am doing. please let me know if they are not correct as I am new to this.
    1. opening vorpx config selecting oculus as device
    2. going to local profiles and selecting the profile for the game I am trying to use and clicking apply and close
    3. powering on the meta quest 3 which is connected via link cable to pc meta quest link software loads and says connected (although I have read that I should close the meta quest software because vorpx will detect without it so I have tried both ways)
    4. Then clicking on the shortcut on my desktop for the game I want to use. (although I have read that I shouldn’t and I should start the game through vorpx but have yet to see a option to do so)

    I get attaching said exe then attaching exe failed then the menu option comes up where I can choose to install helper or preferred helper which I have tried both then I get no oculus headset found.

    this is a 6 week old powerhouse windows 11 pro computer with more then enough hardware to run any game at max settings $2000+ 48GB ram RTX4060 TI MSI b760 4TB Samsung 990 pro with heatsink

    I do have dual monitors which I just read this morning that this can be a possible issue so I have yet to try disabling one of them about to leave for work so don’t have time to try this. if anyone can assist it would be greatly appreciated. Games I have tried are Dirt 3, all GRID games, WRC Generation and Call of duty modern warfare.

    Also just checking when they say to make sure there are no conflicting software running they just mean to stop there processes in task manager not uninstall them. I know that is a no brainer but I have spent over 30hr in 10 days trying to get this to work so I want to make sure Im not missing anything. I consider myself to be a above average computer technician and troubleshooter but this has me stumped to say the least.
    Please HELP someone

    #220756
    moblackny
    Participant

    I have had vopx for about 10 days now and have yet been able to get it too work. I have contacted support and have followed all of the suggestions they gave but no luck. seeing if anyone here can help. the errors I get is no oculus headset found I have the meta quest 3. Also getting the failed to attach exe. I have check to make sure nothing that can interfere with it is running. these are the steps I am doing. please let me know if they are not correct as I am new to this.
    1. opening vorpx config selecting oculus as device
    2. going to local profiles and selecting the profile for the game I am trying to use and clicking apply and close
    3. powering on the meta quest 3 which is connected via link cable to pc meta quest link software loads and says connected (although I have read that I should close the meta quest software because vorpx will detect without it so I have tried both ways)
    4. Then clicking on the shortcut on my desktop for the game I want to use. (although I have read that I shouldn’t and I should start the game through vorpx but have yet to see a option to do so)

    I get attaching said exe then attaching exe failed then the menu option comes up where I can choose to install helper or preferred helper which I have tried both then I get no oculus headset found.

    this is a 6 week old powerhouse windows 11 pro computer with more then enough hardware to run any game at max settings $2000+ 48GB ram RTX4060 TI MSI b760 4TB Samsung 990 pro with heatsink

    I do have dual monitors which I just read this morning that this can be a possible issue so I have yet to try disabling one of them about to leave for work so don’t have time to try this. if anyone can assist it would be greatly appreciated. Games I have tried are Dirt 3, all GRID games, WRC Generation and Call of duty modern warfare.

    Also just checking when they say to make sure there are no conflicting software running they just mean to stop there processes in task manager not uninstall them. I know that is a no brainer but I have spent over 30hr in 10 days trying to get this to work so I want to make sure I’m not missing anything. I consider myself to be a above average computer technician and troubleshooter but this has me stumped to say the least.
    Please HELP someone

    #218496
    Silicon McCain
    Participant

    It appears that Valve have pushed the new Theatre mode into SteamVR stable and removed the option to turn it off!
    I first noticed the issue when I fired up Cyberpunk to a maximum or 30 base FPS.

    The quick and dirty solution (plagiarised from the steam forums https://steamcommunity.com/app/250820/discussions/0/3975051032848951686/) is to rename the game theatre exe.

    c:\Program Files (x86)\Steam\steamapps\common\SteamVR\tools\steamvr_desktop_game_theater\win64\steamvr_desktop_game_theater.exe

    This worked for me. Hopefully there will be a more elegant solution in the future.

    #217331
    Senan
    Participant

    I’ve brought this exact issue up multiple times over the last few years but I’m not confident an option will ever be given to bind different gamepad buttons for menu/edge peek (or better yet, compound buttons so you don’t have to use in-game keys at all).

    I’ve found a dirty work-around for it on my xbox series x gamepad. If you go into the steam gamepad settings while on FO76 (or any other Steam game), you should be able to bind the “share” button to a keyboard key. I have two different keys set to the share button–one with a short press of it and the other with a long press. I bound the short press to edgepeek and the long press opens the menu.

    Once that’s done, you can disable the actual vorpx gamepad keys (which I’ve found to be useless as the stick buttons and start/select are simply too important in most games to be used for Vorpx) and still access both edgepeek and the menu with the gamepad. This should work with any gamepad that has extra buttons that can be bound in Steam (like the touchpad button on the Dualshock 4/5 gamepads, etc).

    #212772
    mr_spongeworthy
    Participant

    I run a 3080 Ti and Alyx, TWD Saints and Sinners, Assetto Corsa, and a few others I can run at Wide FOV at 100% Steam SS or greater and at very high quality settings.

    Sorry but I don’t believe it. I have all these games and a 3080 and I know there’s just no way. Maybe with reprojection. You only get smooth FPS in Alyx because it changes your resolution dynamically according to your performance so you’re not really running 100% SS there.

    It wasn’t necessarily easy to get there, but yes, I do indeed get those resolutions and frame-rates. My 3080 Ti is a factory OC model that stays right around 2ghz under heavy load. . Assuming you aren’t CPU bound, however, you may be able to do something similar. Note that at one point I had to do a complete clean reinstall. Old PiTool versions or possibly even Windows updates had messed things up so badly that it was killing my performance.

    Here are the titles I can run at Full FOV with no “Smart Smoothing” (I keep a spreadsheet of settings since getting this stuff all working right on Pimax equipment is such a PITA):

    Alyx runs at 109% Steam SS at 90 fps except in one single battle scene (Fred? What’s that things name?) That’s with the auto-resolution setting left on and (you can defeat it through an ini tweak). You can also tweak it so you can see which resolution-setting you are actually getting real-time in the HMD. If I run at 75hz or 60hz I get additional clarity, as the title can use the higher-resolution modes more often, but it will maintain 90fps if I prefer the smoothness. IMHO this title is the way all VR games should work. It’s simply amazing how smoothly it transitions up and down those 5(?) resolution modes. If you don’t have it, make sure you use the tweaks for Alyx that remove the PP requirement.

    TWDS&S runs at 90fps at 120% in-game SS, 75fps at 130%, and 60fps at 140% (resolution has a HUGE effect as you can see).

    AC runs at 60fps at 104% Steam SS, but I don’t need any more performance than that for a seated racing sim. That’s with SOL+CSP+Rain effects at night with tons of special effects. If I wasn’t using all that eye-candy AC would easily hit 90fps and stay there.

    Other titles I also run at Wide FOV at 100% or greater Steam SS with no smart smoothing are Dirt Rally 2 and Into the Radius. AFAIK you’ll never get *any* game that requires PP to run at Wide FOV at 90fps at 100% Steam SS. At least, nothing I’ve ever tried will do that. Dirt Rally 2 requires PP and I get 60fps at Wide FOV, 100% SS.

    In terms of vorpX performance, that wipe and completely clean reinstall did wonders. I had all kinds of performance issues creep into my rig over time, and they hit vorpX performance worst of all. If you have a second drive you can play with, you might try setting that up as a boot drive, doing a clean install of Windows with only the most basic software you need to get things working, and do a test run to see if you suddenly get a massive performance uplift.

    Also, Shadows are often a bigger performance hog than one might expect. In nearly all the title I’ve mentioned I probably have Shadows set to Medium or lower and I’ve also probably turned down particles, so it’s not like I’m getting that performance at Ultra settings across the board. I can usually get away with the highest quality textures and meshes however (if controls for such are available,) which I find very important.

    I do wonder, however, how in the world we are going to drive the 12K (if it even becomes a real thing). That’s so many more pixels, and I just can’t stand less than 100% Steam SS, even with something like the VRPERFKIT installed for upscaling. To my eyes the image just falls apart at anything less than that. Here is hoping a 4090 can actually drive a 12K at 100% SS.

    #211288
    Ralf
    Keymaster

    For unsupported games you basically have two ways of handling FOV:

    If the game let‘s you change the FOV, you can raise it, usually the monitor FOV is lower that the FOV required for VR. If there is no such option, the ‚image zoom‘ option in the vorpX menu can serve as a workaround (at the expense of black top/bottom bars). The various options that exist in regard to FOV are explained in greater detail in the vorpX help in the ‚essential hints‘ and ‚1-2-3 game setup‘ guides. The quick and dirty image zoom method doesn‘t take more than a minute.

    Head tracking sensitivity for mouse based tracking can be adjusted in the vorpX menu.

    You can set any resolution you like, the higher the better. For FullVR mode 4:3 resolution are a good choice. Less demanding games should run well at fairly high resolutions like e.g. 1920×1440, 2560×1920 or even 3200×2400. Check the ‚Custom Resolutions‘ section in the help if your PC doesn‘t have these resolutions.

    The menu can be opened with motion controllers by pressing both grip buttons. On Index controllers that means tightening your grip.

    h790317
    Participant

    Dear Vorpx,

    I’ve tried some game(such as Dirt4) which works perfect. But I encountered some problems when I tried playing The Bus and Fernbus simulator. I saw other players playing this without any problem.

    When I tried to launch them, the HUD screen showed up then turned off immediately. Also, if I turn on SteamVR in advance, SteamVR will crash saying encountered critical error.

    I found the logs like this…

    vorpX.log
    INF: OpenVRDevice: Initializing device
    ERR: OpenVRDevice: Setting the VRInput action manifest failed. Using legacy input.
    INF: TrackerOpenVR: Init

    vrserver.txt
    Remembering SetActionManifestPath call from steam.app.427100: file:///C:/Program%20Files%20%28×86%29/Animation%20Labs/vorpX/Devices/OpenVR/input/vpx_actions.json
    Failed to parse action manifest : File was empty
    Exception c0000005

    While other games which could be successfully launched, showing only

    vorpx.log
    INF: OpenVRDevice: Initializing device
    INF: TrackerOpenVR: Init

    vrserver.txt
    Remembering SetActionManifestPath call from steam.app.427100: file:///C:/Program%20Files%20%28×86%29/Animation%20Labs/vorpX/Devices/OpenVR/input/vpx_actions.json
    Processing message VRMsg_Input_SetActionManifestPath from dirt4 (18308) took 0.0266 seconds

    Please help me with this…

    And I also sent some e-mails to support@vorpx.com with no answer…

    #211047

    In reply to: Unreal 5?

    Ralf
    Keymaster

    I uploaded a quick and dirty profile to the cloud, it’s named ‘Unreal 5’. Immersive screen with a bit of head tracking, which is nice for flying around.

    The Ironman demo wasn’t downloadable (limit reached), the profile was made with this Superman demo. Not 100% sure whether it will work with the Ironman version, but that’s quite likely.

    Hint: Works reasonably well at 2560×1440 with an RTX3080. At least the Superman version doesn’t seem to have an official way of switching resolution though. If necessary set the desktop res to the res you want to play the demo with before launching it for better performance with mid tier GFX cards.

    Lewy1984
    Participant

    Hi Frank, but I have to wonder why don’t you use other alternatives?

    Hellblade works perfectly with Tridef.
    Or with Reshade3D.

    Diablo 3, Dying Light 1 works with 3DTV Play, Reshade3D and with Tridef.

    Dirt4 works with Reshade3D and 3DTV Play.

    But if you say that G3D works perfectly then the game Titanfall 2 should work perfectly with VorpX right?

    I found the profile for Titanfall 2:
    My settings for Rift CV1 (G3D)
    – used 16:9 resolution (2560×1440)
    – set FOV to 108 in game

    But there is also a 3D fix for Titanfall 2:
    https://helixmod.blogspot.com/2016/12/titanfall-2-addresses-single-player.html

    I will test both options and then decide how to play the game.

    I just wonder if there is a game that works better with VorpX than the other alternatives.

    FrankHorigan
    Participant

    Lewy1984: Hi, I use VorpX on 3Dtv too.
    A lot of games dont have 3D effect (Hellblade, Dying Light 1)..
    Z3D is a “fake” 3D effect via Z-Buffer — Work, but “Not great,not terrible” :)

    Geometry3D is full 3D with great effect.. (Diablo3, Dirt4)…

    But I have a lot of games where VorpX doesn’t work at all.
    Crashes, glitches

    mr_spongeworthy
    Participant

    Caveat 2: Haven’t checked Pimax yet. Pimax headsets usually are somewhat more problematic in this regard, so not sure how things will turn out for Pimax.

    Honestly, it’s just great that you even bother to check a HMD model with such a low market-share, I’m grateful! Still hoping some bigger names in the game come along and make a HMD with canted lenses. The Index, apparently, does need some equivalent to PP on rare occasions, but not often enough to force most devs to include proper rendering the game-engine.

    Out of curiosity, which model do you have? I bit-the-bullet and upgraded to the 8K-X and the clarity is just fantastic. Even distant objects retain detail and smooth edges pretty darn well at 100% Steam SS, and performance is really not much worse (with the 5K+, to get clarity and smooth edges so much SS was necessary that the actual number of pixels I’m rendering on the 8K-X isn’t that much higher.) In well-optimized (Alyx, TWD) native VR titles I’m able to push Wide FOV at 90fps as long as Parallel Projections isn’t necessary. Even with PP on I can often get to 60fps, which is fine for something like Dirt Rally 2 and other seated VR titles. I’m pushing basically 8K per eye to Dirt Rally 2, wide FOV with PP on and have been able to maintain a solid 60fps.

    #206226
    Ralf
    Keymaster

    IDK, maybe I’m unusually sensitive to upscaled vs. native, but even DLSS at its highest settings clearly doesn’t look like the same res rendered natively.

    Incidentally I just ran around Night City to check how the new vorpX scaling works together with DLSS. DLSS without a doubt works well for faking 4K on a monitor or TV, but with vorpX it all depends on how large the final pixels are in the end. In FullVR mode at ‘reasonable’ vorpX game resolutions like, let’s say 1440p or 1600p, artifacts and imperfections are fairly obvious, even with the highest preset the difference to native is easy to spot.

    At higher resolutions or in cinema mode, i.e. with smaller pixel sizes, DLSS becomes more useful since the benefits begin to outweigh the inherent imperfections.

    AMDs ‘Super Resolution’ really just is a Lanczos-like upscaler combined with a fairly good sharpening algorithm and a dirty little mipmapping trick. Some PC video players/renderers, e.g. MadVR (VR means video renderer in this case!) do that – minus the mipmapping trick – since ages, just not for games. That’s really nice upscaling and it was a good idea to add it to any game developer’s toolbox, but they would have done everyone a favor by choosing a more modest marketing name.

    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.

    #199788
    mariametro
    Participant

    I had no idea they had rolled this out until reading these posts.

    The updated motion smoothing implementation seems to be a BIG improvement on the previous effort based on some quick and dirty tests. I previously found the oculus variant lightyears ahead of the competition and mandatory for a select few games. For comparison, I found the motion vector variant for the HP reverb to take (a somewhat distant) 2nd place, and steamVR dead last.

    Project Cars 2 and various other race/flight sims were usually a case of fidelity compromise in order to prevent steamVR’s ugly motion smoothing kicking in and introducing ghosting or oddball artefacts.

    I’d say this updated smoothing variant puts it within spitting distance of Oculus ASW. Project Cars 2 felt very smooth for me with shadow, track, car and MSAA at combinations of med/high/ultra at either 120 or 144 hz which was something I never felt previosly even when those settings were low/med at 80-90Hz to try and squueze performance out of the game.

    I could always tell when motion smoothing kicked in or was being utilised because track side detail would strobe or jitter. Now I can’t really spot it.

    I haven’t tested DCS yet, which is where I find motion smoothing sinks or swims in terms of performance, but I am hopeful based on what i’ve seen thus far.

    #198275
    Ralf
    Keymaster

    Haven’t checked this game, so I can’t really say anything specific. Do you have a Codemasters game from the ones mentioned in the release post that you could try (e.g. Dirt 3, F1 2019/2020)? Would be interesting to know if it works there for you.

    I remember a similar issue with F1 2020 where recentering was off about 45°, but only in the garage. On the race track it worked fine.

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