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  • #172329
    Vhalyr
    Participant

    Greetings.

    I have recently discovered the existance of this driver, and i am wondering a few things:

    1) Will games, and especially third person games, be played seated? Or will they be full room, no matter what?
    2) How will third person games be handled? Did you mod in a first person camera? Will they be played with mouse and keyboard (or controller), or with the Head device controllers? I am thinking, mostly, about mass effect and dragon age, at this time: what can you tell me about those in vr? Worthy or not?
    3) How hard will it be to config games, and how to do that? From in game menu, or from .ini tinkering?
    4) Is compatible games’ gameplay modified in any way, or is it the same old one?
    5) Is there an in-game video to see how it’s gonna look like?

    Thanks for the answers!

    #171421
    morbidexpression
    Participant

    No, works great with EE on the Q4 profile. Text is readable, they added scaling so the UI is just fine. The UI and rendering enhancements really make it worthwhile even if you’re sniffy about “enhanced editions” or pissy about 2 lines in Dragonspear. They’ll open up the UI for modifications later this year so there should be even more improvements. Mainly I need to shift the dialogue to the center of the screen, it’s annoying looking to the left all the time. A first person camera mode for exploration would be nice as well, I vaguely recall some old camerahack mods for that but if they revisit the camera for this, we could do better.

    Great to know you managed to make it hook on the older edition tho! Maybe I had my permissions wrong or something, I tried many times since openGL support was added and never got results.

    #168212
    kurry
    Participant

    Did this ever get resolved?
    I was thinking about installing Dragon Age 2 this weekend.
    Thanks

    Tiggerdyret
    Participant

    I can’t get D:OS2 to work. I copied The Dragon Age inquisition profile and loaded the EoCApp.exe, but I crash on startup. When run through Steam it works, but I only got Z3D, not G3D.

    #165279
    Myrilion
    Participant

    2. Bioshock 2

    I’m puzzled. On my machine (Win10) the DirectVR hack of “Bioshock 2” crashed every 10 minutes, it was unplayable. I had to play it in normal Vorpx mode. I found the gameplay very annoying, repetitive and pointless. It was a struggle to finish the game.

    “Bioshock 3” works well in DirectVR, but has some issues with shadows, lighting and in-game videos not showing. You will miss some facets of the story without even noticing.

    My personal list:
    Since I’ve never expected a true, native VR experience from VorpX, I mostly enjoyed the 3D cinema mode. I still have to reset my headset way below my normal head position, because Ralf doesn’t seem to be able to deal with or even acknowledge this bug, but whatever: It works. No longer neck stiffness from looking above all the time.

    That said I had lots of fun in “Dragon Age 1”, “Dragon Age 2”, “Dragon Age: Inquisition”, “Resident Evil Revelations”, “Gothic 3”, “The Witcher 3”, “Brothers: A Tale of Two Sons”, “Bioshock 1”.

    #128268
    AresKhan
    Participant

    Hi,

    I’ve been trying to play DA2 with Vorpx. But I can’t get a mouse cursor. I’ve tried everything I can think of and nothing seems to work. Any ideas/solutions?

    I’ve checked through all the settings both in Vorpx and DA2 (enabled and disabled hardware mouse etc)
    I’ve tried using DirectX 9 and 11.
    I’ve tried to use the Vorpx cursor I read about somewhere (Alt+C by default supposedly) but that doesn’t seem to appear/do anything.

    I can see a cursor on the vorpx controls or if I start up the game without vorpx/occulus and the mouse pointer is there fine. It just seems to be trying to use it on rift with vorpx that causes the problem of the disappearing mouse.

    Once again, any help would be much appreciated. THanks.

    Myrilion
    Participant

    Hi,

    I would like to read the documentation of the stereo 3D settings, but can’t find anything.

    “Depth weighting (far – near)” seems to be do the opposite it says. In some games it doesn’t change anything at all. Without knowing what these settings actually do in detail it’s trial and error.

    For example in “Dragon Age: Inquisition” I would like to bring closer things closer to me, so that they actually pop out of the screen. This worked in “Dragon Age 2”. But now the settings seem to behave very differently.

    Generally there is too much relative depth “change” in the distant objects in “DAI”: The close hill seems far away, the mountain in the distance is very far away and the sky is immensly far away. This makes no sense, in real life there is almost no difference between mountain and sky.

    Close objects on the other hand don’t show much difference in depth. That’s very sad, because it should be the other way around. It seems like the Z-buffer in “DAI” is working very differently and has to be rescaled.

    Or if that’s not possible, there should be settings that deal with this issue. I guessed that “Z-buffer adaptive” were meant to do this trick, but I was not successful to do it.

    #110549
    Fredthehound
    Participant

    Made a very interesting discovery.

    There are a few guys now reporting that 2100 on water is the upper limit until the full voltage is unlocked, but the cooler the card, the more stable the clock gets.

    What is interesting is that leaving the memory clock at stock gives enough voltage to the card to get my install of Skyrim completely playable with the supersampling back up to 2. and the AA/Ansio/AO back up full. I have no explanation for this as my clocks are now only about 2050ish. I bumped the overclock on core back to +235, but the top speed did not rise enough to explain the result.

    Outdoors it is over 40 and mostly 43-45fps. The WRF/FWR run holds that with only a couple dips under 40. Dragonreach stairs are at worst, a momentary flash to 34 (draw calls most likely.

    Markarth however is a bear. The lighting mod really comes into play there as do all the particle effects and heading down the stairs/toward the exit from the Jarl’s place sees under 30fps consistently.

    Overall, backing that memory clock down had a tremendous positive impact. I ran through these areas several times, rebooting on purpose between to ensure ‘clean’ runs.

    Like I say…no explanation. I am not seeing THAT kind of benefit reflected in changes to the numbers Afterburner is showing me. But it’s there. Full up AA/Supersampling/AO/Ansio at 1920×1440. I’d be happier if I knew WHY this is happening, however I am not gonna question a miracle while I sort it out.

    If I had to guess, I’d have to say that the FPS is solely a product of backing the memory down to stock speed and that would be in alignment with the reported effect, however that is a LOT of added load, as I say, to reap such an observed benefit. The drivers are still the same ones from the last few days. The fan speed is still ramped up where it was.

    This GPUBoost3 is a very strange animal indeed.

    #105373
    Fredthehound
    Participant

    Part 3 – Skyrim Flora Overhaul.

    OK, now that we have the basics in place and vastly upgraded textures, it’s time to start going for the real eye candy. Skyrim in it’s normal form is a pretty sparse place and to be fair, thats geographically accurate to a degree. But since we are in a place with the forementioned talking dragons and knee-arrowed former adventurers, a few extra trees isn’t gonna break the illusion of ‘reality’ for anyone outside those stalwart loremongers that haZ sadZ every time someone installs a CBBE mod.

    Skyrim Flora Overhaul (SFO adds a LOT of new trees, plants, grass and variety thereof. It transforms vanilla Skyrim into a more fleshed out place. This is both good and bad. Good because it’s nice to look at. Bad because that performance comes at a relative cost. On lower end machines running on a normal monitor, SFO can make a game unplayable because it simply adds so much more ‘stuff’ for the computer to render. When you add things like lighting mods/ENBs, all that ‘stuff’ then casts shadows. Which have to be rendered as well. So adding SFO can quickly spiral out of control and have a devastating impact.

    SFO comes in several flavors and can be found on the nexus page here, including the assorted add-ons and details…
    http://www.nexusmods.com/skyrim/mods/141/?

    For this install I’ll be using the ‘Regular’ version because it is not as brutal as the latest build and I have to consider what effect the upcoming lighting and weather mods will result in. No other mods you make to Skyrim in VR will have the level of impact that SFO and a lighting/weather mod will. An ENB WOULD, but they are currently not usable. The only other thing we can use that would be so damaging to framerates is the Static Mesh Improvement Mod (SMIM) which massively increases the polygon count of the meshes/models. It is a fantastic mod and I use it for regular modding, but at VR resolution, the increase in detail just is not worth the performance cost.

    So… whats the result of adding SFO? To be honest, I was really surprised at the impact this mod, on it’s own, had to frame rates. Almost nothing as it turns out. It would seem, at least as far as the Titan is concerned, it’s not much of an issue until the forementioned lighting and weather mods come into play.

    On the WRF run, framerates stayed at/in the same roughly 44-45FPS range with occasional dips to 42-43. In the vast majority of the run, the framerate sat in the mid 44s. So effectively I lost about 1FPS. With 2.0 upscaling, x8 AA and x16 AO still enabled. Now Skyrim is looking VERY good, gameplay is still smooth as silk and the CheeZburger Cat haZ his happy. As do I.

    There are now more trees, bigger trees in more places, more and different ferns/plants/flowers and grasses and Skyrim is more lush overall and less desolate/barren. Think more like Upstate New York/Adirondack mountains or the Alaskan wilderness than arctic circle/Tundra.

    The Titan is starting to do some work as reflected in Afterburner with GPU use now in the 60% range and seeing a blip/high spike to the 80s on one occasion. CPU rose a bit as well, but overall, there’s a ton of headroom yet to take advantage of.

    And that, dear reader, will be the topic of the next entry. Now that we have seen our first ‘negative’ in performance, how do we mitigate it knowing full well that the weather and lighting mods are going to ALSO lower our framerates? We HAVE to stay within a playable rate. there is zero point in modding Skyrim to the point of screen archery if it’s going to mean we can’t enjoy playing it.

    Thats where the heavy voodoo comes into play. INI file tweaking, for starters. There is a lot of performance tweaks to make and it never hurts to offer up the PCMR prayer to Lord Gaben of the Steam Empire. “May our framerates be high and our temperatures low!”

    #105343
    Fredthehound
    Participant

    Hi all,

    As promised, This thread will be dedicated to giving you the rundown of my experience with the new Titan X Pascal and Skyrim/Fallout. Expect it to go on for a while as there are a ton of variables to cover.

    ——–
    Computer:
    i7 4790K @4.7Ghz on water
    240GB x2 Kingston HyperX Savage SSDs in Raid 0
    16 gig of 2400mhz Gskill Trident DDR3 ram
    Titan X Pascal overclocked +230/+500
    HTC Vive
    Process Lasso software using Bitsum Highest Performance preset
    ——–

    I’ll start by saying that if you saw the other thread about the 1080, you’ll already know that the Titan Pascal can handle a metric ton of mods IN GEOMETRY MODE and return smooth, playable framerates at an enjoyable level – depending on your tolerance. But to be clear, this card running in the upper 30FPS range feels smoother by far than my old Crossfire 390s running in the 40s. No microstutter is a beautiful thing. The best part is you’ll rarely see under 40FPS even with a ton of mods on the TXP (Titan X Pascal) if you mod smart.

    Now to begin with, I loaded a fresh and bone stock install of Skyrim. No ini tweaking, nothing. 100% stock install as Todd Howard intended. No updates beyond those baked into the Steam install. No Nexus patches. Just vanilla/stock Skyrim. With all sliders maxed in non VR at 1920×1080, FRAPS never moved off 60FPS no matter where I went or what I did. Glued. Not really surprising as my 390s would do the same thing. But thats the baseline.

    For most testing, I’ll be using my normal three areas. Whiterun/Dragonreach, Whiterun to Riverwood and the forest outside Falkreath. I find they are the most demanding on the system with a ton of draw calls and it makes for a semi-repeatable benchmark. Leave Whiterun, go to Falkreath via Riverwood and you have three of the most CPU/GPU demanding areas of the vanilla game.

    To get the basics out of the way, I’ll condense. Bone stock install. No ini tweaks. Geometry mode. Skyrim set in it’s launcher/config to “High” (not ‘ULTRA”) preset. VorpX set to the standard/recommended/Optimizer settings.

    With that out of the way, Ill condense a bit more. I’ll refer to the Whiterun (top of Dragonreach stairs)/Riverwood/Falkreath run as WRF henceforth. Or FRW when reversing the run from Falkreath to Whiterun.

    With the above settings in place, day or night, WRF or FRW, you get 43-45FPS. And it is smooth like butter.

    If you increase the Ambient Occlusion to 16 from the setting of 8 that High provides, you get 43-45FPS. If you Supersample/increase internal resolution to 2.0, while at 16 AO, you get 43-45FPS. The only time you will see a different FPS is on a cell change or a load screen. The Titan, and the CPU, are just cruising with no effort.

    ————————————-

    OK so that’s the baseline. If you are crazy enough to go buy a Titan, that’s what you’ll see for FPS playing bone stock Skyrim with no mods and no performance tweaking.

    Why not start with Ultra? A couple reasons. One, as Ralf pointed out, the 1080/Titan will handle geometry mode on High settings in different games if you don’t get crazy. And another, because ‘Ultra’ Shadows/draw distances will immediately destroy your framerate and make the game unplayable. (well fix the draw distance problem with a mod a bit later down the road).

    So basing everything off of High and moving up as we go along makes more sense to me and it will give those unfamiliar with modding a look at what Skyrim/VorpX can do with a Titan powering it. Ultra Shadow/draw distances combined with the almost non existent multithreading of the vanilla game will ruin your day in VorpX. On a monitor, FRAPS never leaves 60FPS on fully maxed settings no matter what. But it doesn’t take a Titan to pull that trick off. An old R9-290 will do it all day long. But VR is a different animal and modding in it throws conventional wisdom out the window. You basically HAVE to mod your way around issues like this. And you can.

    Next up:

    Before the weather and lighting mods, the first place most people go is higher rez texture packs. But while the Titan has VRAM to spare, Skyrim’s 32 bit DX9 code, combined with Windows 10’s 4 gig hard limit on it means that 4K textures are best left to the details that make the most difference…Bodies/Armor. And believe me, a supersampled 2K texture at x16 AO is VERY nice to look at even at the standard VorpX/Vive resolutions. In most cases, 4K textures are a waste. Personally, I would rather have 4K people and armor since those are what you see and interact with. The better those look, the easier it is to buy that a world full of talking dragons and plagues of knee-arrowed former adventures and less than photoreal textures is almost ‘real’. And thats what VR is all about in the first place.

    For the next test, I’ll be installing the 2K ‘LITE” texture pack from the Nexus, followed by the known FPS killer. Skyrim Flora Overhaul. Conventional wisdom says these should show a very noticeable impact, especially considering that 2.0 upscaling is in effect. But lets see what happens to the framerate before we get into the Ini files to counter it with heavier voodoo.

    Stay tuned.

    #105339
    Fredthehound
    Participant

    Ralf/all,

    Just a quick update as I find myself lost in a whole new world and not wanting to leave ;)

    With the Titan Overclocked +230/500, I am able to maintain 40-45FPS in most areas and gameplay ‘feels’ smooth down into the mid-upper 30FPS range. This is still on unoptimized .inis and with that crap ton of HD graphics mods I listed before.
    the sob-40 areas are those traditional trouble spots. Whiterun/Dragonreach etc.

    Yes folks. It works. VorpX can handle it. You CAN run HD textures but it takes massive power. It’s the brute force thing.

    When I reload. I’ll specifically test without Skyrim Flora Overhaul because I’ll bet the farm that that is the mod causing the most intense usage and slowing things down, then re add it to see the difference.

    (It appears that although CPU use is far from pegged…running under 50% load most of the time… it’s probably bottlenecking on pure frequency. A CPU with a bigger cache (I’m on a 4790 @4.7Ghz) would help a lot I think as long as it could clock high. Unfortunately Broadwell-E and 4.7GHZ arent exactly friendly.)

    And considering the load, that’s not totally unexpected. We;ll see what I discover going forward. The benchmarks coming in from the tech sites show little difference between 1080 and 1440P performance in a number of games so it’s probably the case here.

    I have to sort out why Windows isn’t seeing my Vive in Display, so I can’t change my rez to something higher to test that idea. Might need to do a reinstall of the Vive, although it works fine aside from that.

    I was never able to find an answer for, or explain the 15 fps I saw in Time Spy. It seems to have been a glitch/ anomaly as now, everything is benching normally there.

    The grand adventure continues!

    theacefes
    Participant

    Hello,

    Apologies if this has been asked elsewhere – I’m playing DA: Inquisition in Virtual Cinema Mode on the following build:

    Vive
    Nvidia 980Ti
    1920×1080 – Ultra settings

    For the most part, it’s running fantastically. However, there are times when I’m in dialogue with NPCs when the game will shudder a bit – I’m not sure if I’m losing framerate or if this is some other config issue I need to address.

    I start Vorpx, then Vorpx Desktop Viewer, and then start the game from Origin. Is there a better way I should be doing this?

    Thanks!

    #81352

    In reply to: GTA V no head tracking

    Ralf
    Keymaster

    Unfortunately the issue is still not reproducible here on any machine, so I need your help for some more testing:

    Could everyone with this issue and a legit copy of GTA V please check whether other 64bit games show the same symptoms? One of the current theories is that this may be an issue with the 64bit part of the Oculus runtime installation on your machines. If that is the case, 32bit games would work normally, but 64bit games (like GTA V) wouldn’t.

    Most games are still 32bit, most popular examples of 64bit games are: Battlefield 4 (if not set to 32bit), Battlefield Hardline, Dragon Age: Inquisition.

    Thanks for your help.

    #80712
    peteostro
    Participant

    Yup dragon age inquisition
    When it got over to the rift, vorpx did give me a message about resolution. I think it said the game needed to be set to 1920×1080. Clicked ok, checked the game resolution and it said 1920×1080. Thought when I was plaing the game before not on rift it was set to a higher res. maybe that’s why its screwing up. I’ll see if I can set the res 1920×1080 with vorpex off.(thought I doubt that res will be a available) maybe that will fix it?

    #25814

    In reply to: dragon age inquisition

    lurwas
    Participant

    I managed to get it running, but with no 3D.

    1. Create a copy of the DragonAgeInquisition.exe and DragonAgeInquisition.par
    2. Rename DragonAgeInquisition.exe to Battlefield4.exe
    3. Rename DragonAgeInquisition.par to Battlefield4.par
    4. Set the Oculus Rift to extended mode as primary display

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