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  • yonkiman
    Participant

    I’m having trouble with this (Oculus Quest 2, RTX 2080 Super). I’ve been playing in non-VorpX mode in 3440×1440, and everything looks great.

    But when I launch it with VorpX, the HUD is too small to read and the response is a little laggy/jittery – I think I need to go to a lower resolution. VorpX says it automatically sets the optimum resolution, but it doesn’t seem to. Inside the VorpX GUI, I changed the auto resolution target several times from “Just OK” (or whatever it’s called) to “Ultra”, but the screen looked exactly the same after rebooting – same image quality, everything the same size, etc.

    Someone suggested 1832×1920 as a great resolution for VorpX and the Occulus Quest 2, so I added it to my nVidia settings and changed my fallout.ini file to 1832×1920, but that just made the game tall and thin, with the sides clipped. I tried standard 16:9 resolutions like 1920×1080, but it didn’t look right either. Ironically the best it looked was when it was set to the original 3440×1440.

    What might I be doing wrong? Is there a way to see, while inside the game/VorpX, what the resolution Vorp is actually getting? I’m worried that the video card might be sending a 1920×1080 image inside a 3440×1440 frame or some sort of scaling screw up like that. I’ve set the GPU to no scaling, which I think is right, but there are so many dang variables…

    Any help appreciated. Cheers.

    #208792
    mr_spongeworthy
    Participant

    I would love to see something like this. Currently there are lot of custom profiles out there, but all I can rely on is the number of upvotes.

    Personally, I would really, really like to see more G3D profiles that work properly; like 100% properly. So far I’ve seen zero of these. While I’m sure some of this is just bad luck of not playing games where G3D works 100% accurately, it’s still my only real disappointment with vorpX, which otherwise I get happier with every time I use it. Even the best profiles I’ve used (Fallout 3, for example) have issues with certain elements (bring up the Pip-Boy and you’ll see what I mean). The vast majority of other titles I’ve tried have issues with shadows, lighting, or both.

    Even though G3D take so much overhead, in the vast majority of cases I would choose G3D mode in Virtual-Cinema way down at 30fps over Z3D in VR at 90fps (also, many of the games I play aren’t suitable for VR anyway.)

    Maybe a program like this would promote more G3D authorship.

    (And, as I’ve mentioned before, I don’t think it would be a bad idea for Ralf to charge a nominal fee for full G3D support. I would happily, no, I would JOYFULLY pay a few dollars per game for perfect G3D.)

    #208557
    Pophicless
    Participant

    Hi,

    just wanted to know, whether there is ANY other/new way to play Amnesia TDD with Radeon GPU (RX6700XT with HP Reverb G2), since it’s been a few years.
    The (basically) immersive screen variant is nice, but is there a fix for the “eye switching” and stutter to play it in Geometry 3D, yet?
    I basically got the same problem as quoted below, but sometimes one eye goes just dark and another shows (part of) the image.

    (anyway, Happy New Year everyone!)

    I cannot play Amnesia Dark Descent at all. Both eyes get flashing flickering of the game and the frame rates is so low it would be less than 1 frame per second. Im running win 10 64 bit. AMD fx-8350 Black edition and an R9 390x video card. Quake 2 does the exact same thing. I have tried many settings to no avail. Games like Skyrim and fallout 4 run just fine. It seems to be a possible issue with Open GL not really sure. Any help would be greatly appreciated.

    #208375
    mr_spongeworthy
    Participant

    1) For those detecting Malware, I’m running only MS Defender and it detected nothing wrong.

    2) Played with it in v1.31 for a few minutes and it looks pretty good. I’m surprised the performance is as good as it is. So far this doesn’t impact performance as much as I expected it to. BUT, I do still notice a lot of artifacts around NPCs. I double and triple checked to be sure I was on “Direct VR” (or whatever it’s called). It also doesn’t get quite as much sharper as I expected at lower resolutions. Compared to, say, Fallout 3 or Fallout 4, where the Z3D -> G3D is blindingly obvious, it’s more subtle here. Is this due to the Direct VR mode, or do I have something wrong? I will also have to push 90Hz because the right/left interlaced rendering becomes glaringly apparent at lower refresh rates.

    3) Is there any way I can make it respect my hotkey assignments from vorpX settings? I have things like ‘Reset VR view’ configured to different keys than usual. Most important would be the vorpX menu buttons, which I map to keyboard strokes only (I have an Xbox controller and I’ve added the little keyboard, so I can access all these right on my controller.)

    I’ll try it with v1.23 once I get a full backup of that directory completed. Keeping my fingers crossed that it will work.

    Thank you Ralf! What a great piece of work.

    #207802

    In reply to: Fallout 4 F4SE & NMM

    stranger07
    Participant

    Hello,

    Okay, here it is :)

    Unexpected system DLL(s) found in game folder:

    C:/Program Files (x86)/steam/steamapps/common/Fallout4/d3d11.dll

    Probably has been put there by a mod. may cause a conflict with vorpX. if you encounter any issue, try to remove/rename these DLL(s).

    #207788
    stranger07
    Participant

    Hello,

    first of all, sorry for my poor English, but I will express myself as well as I can.

    The following:

    I use Vorpx for my Oculus Rift S. There is an official setting for Fallout 4. However, my version is moded with FS4E which is extencial and I start the game via the Nexus Mod Manager. Unfortunately, the 3D does not work with the glasses but is flat. quite a few warnings appear but I am quite inexperienced with the Vorpx tool.

    Are there any suggestions for a solution to make it work? Has anyone perhaps already dealt with it in advance? I would be very grateful for help :). Greetings

    dellrifter22
    Participant

    I know almost nothing about the game. This list from RJK can help identify G3D profiles for other Gamebryo games (I don’t know why the link toolbar is gone now, but here are some on the list):

    Divinity II: Ego Draconis – ( Gamebryo ) (G3D) ||
    Fallout 3 – ( Gamebryo ) – 2008 (G3D) ||
    Fallout: New Vegas – ( Gamebryo ) – 2010 (G3D) ||
    Loki – ( Gamebryo ) – 2007 (G3D) ||
    Nehrim – ( Gamebryo ) – 2012 (G3D) ||
    Red Ocean – ( Gamebryo ) – 2007 (G3D) ||
    The Elder Scrolls III: Morrowind – ( Gamebryo ) (G3D) ||
    The Elder Scrolls IV: Oblivion – ( Gamebryo ) – 2006 (G3D) ||

    The key though is knowing which directX version the game is running. If it’s dx9 you may be in luck. If dx12, then not so much.

    That fact that you say 3D reconstruction is not even an option to select leads me to believe you might not be assigning the correct exe to the profiles you have tested. vorpX will attempt to attach to any exe that is started, and if it does not have a profile assignment for that exe, it will launch it’s generic 2D only hook profile.

    G3D profiles typically always have the option to select a 3D type in the vorpX menu, weather or not the 3D actually works is another thing. But if assigned correctly, you should at least see a 3D reconstruction option available to try.

    #207084

    In reply to: Cyberpunk 2077

    steph12
    Participant

    back in 2016 fullvr mode was G3D with headtracking, 6dof, automated fov with directvr scan, looks like things changed.

    full VR mode cant be with Z3D when you dont have 6dof.

    there are plenty of full VR enabled game, like skyrim, fallout 3, bioshock 1,2, infinite and many more but i have hard time understand why some games are listed as full Vr mode while they arent, i know for sure cp2077 is not, as defined since 2016 was fullVr mode was and is supposed to be.

    #207030

    In reply to: HP Reverb G2?

    lokiss88
    Participant

    @Kazeon

    Controller issues with the G2 are greatly exaggerated. Personally i have about 300hrs playing the likes of No Mans Sky, The Forest, Fallout 4, Skyrim, and numerous smaller titles with zero issues.

    The only thing that’s actually bad about them is the awful haptics, which pretty much requires you to turn the feature off. FOV is tricky, more is better obviously, but it’s something very dependent on the game experience. I find it limiting and extremely obvious in flight sims, but not obvious at all when bearing down a race track in the cockpit of a car. General games where you on the centre of the screen you probably won’t notice it, or at least become accustom to it.

    It probably is worth waiting on the next iteration though, certainly if you’re routed to a AMD system, or need that extra inside out tracking camera they’re adding to solve generic problems with inside out tracking.

    Absolutely a great device for VorpX though. If you have the ability (a 3090) you can crank it up to 3k per eye in steamVR, which makes games that looked poor in VR previously much much better.

    #206981

    In reply to: Days Gone

    nieda113
    Participant

    Hi , running on 4k, rtx3090. I also have some mods installed . The fov mod does what is says. combined with g3d profile it looks like a better fallout. THX

    #206978
    RJK_
    Participant

    Average human eye resolution is roughly around 60 PPD (pixels per degree),

    intersting to read, thanks !

    That’s called “supersampling”,

    I assume the better image when rendering over the headset resolution is a result of sort of a “wiping out AA more and even more”, not of providing me with more pixels. Having this in mind i wonder how far i could go in resolution in theory on a 1440×1600 display to maximize visuals. I usually play my games around 3200×2880, today i did a quick test on Avatar and Fallout 3 and there was still a noticable improvement in sharpnes and claryity on small detailed objects like letters on guns or stickers on uniforms for example when gaining resolution to 4400×3240 (my current monitor cant take more ;-). The image looks so clear and clean in that resolution so i wonder if a 5 or 8K display ever would provide me with better visuals at the same (locally maximized) resolution.

    #206946
    Ralf
    Keymaster

    @ moarveer:

    The highest Clarity setting enables the texture detail hack AMD recommends developers to implement in addition to the actual upscaling/sharpening. How much of an effect that has depends on the game and also the resolution. You’ll typically see the highest benefit at low to medium resolutions (e.g. 1600p). If you happen to have Fallout 4 installed, that’s a good test candidate: With Clarity at ‘Full’ tree branches in the distance become more detailed, that’s fairly easy to spot. In Bioshock Infinite I found the effect to be less noticable on trees, but you should be able to spot it e.g. on masonry textures, more generelly textures with finer structures, at medium distance. That’s the typical effect you’ll see most of the time when switching from ‘Medium’ to ‘Full’: enhanced texture detail at medium distance.

    Unless it creates noticable texture shimmering, choose ‘Full’. Depending on the factors mentioned above the effect may be subtle, but the option always does something – provided it is available for a game (i.e. the ‘Texture Detail Enhancement’ slider isn’t greyed out).

    @ dellrifter:

    Unfortunately there is no Z3D authoring UI that is ready for primetime. In the DX9 days some devs used all kinds of strange encoding methods for depth in RGB textures do deal with depth buffer access restrictions, I tried to capture them all. Most of that is obsolete since DX10, so in theory I could clean up the Z3D authoring and make it more accessible, but currently I have a huge list of things with higher priority.

    There are about half a dozen DX12 Z3D profiles now (Cyberpunk 2077, Read Dead Redemption 2, Horizon: Zero Dawn, Resident Evil 8, Deathloop, F1 2021, Death Stranding, Grounded). They should cover the most common ways depth is handled in DX12. If you try them all for an unkown game and don’t succeed, an authoring UI wouldn’t give you a much higher chance of success either.

    #206887
    Ralf
    Keymaster

    21/10/23
    vorpX 21.3.1 has been released

    Every now and then it’s time for a bit of spring cleaning, occasionally even in late October. ;) That’s what this maintenance release is about: lots of annoyances and uncritical bugs fixed, also some minor improvements. Some things you may have noticed, others you probably haven’t. Reasonably complete changelog below:

    Improved/Fixed

    • Improved: Smarter profile merging during database updates.
    • Improved: Minor config app layout modernization.
    • Improved: Hooking conflict warning shown as overlay if hooking isn’t prevented.
    • Improved: Revised DXGI hooking.
    • Fixed: DirectVR scanner start via keyboard shortcut could fail (e.g. Borderlands 3).
    • Fixed: Some settings in the vorpX menu didn’t update properly occasionally.
    • Fixed: Resident Evil 2 FOV mod UI (and probably other mod UIs) weren’t visible.
    • Fixed: User shader definitions for official profiles were removed during update.
    • Fixed: Pixelated cinema/immersive screen with ‘Generic VR Headset’ device.
    • Fixed: Installing hook helpers could fail occasionally if requiring admin rights.
    • Fixed: DX12 settings weren’t handled correctly during database updates.
    • Fixed: DX11: switching to/from highest Clarity could occasionally crash some games.
    • Fixed: DX9: some vorpX UI elements drawn out of place under some circumstances.
    • Fixed: vorpControl didn’t exit cleanly when switching from admin to non-admin.
    • Fixed: Waiting for dialog confirmations wasn’t reliable under some circumstances.
    • Various other small fixes/improvements and some internal refactoring.

    Profile Changes/Fixes

    • Quake 4: fix for blurry textures on modern GPUs added to DirectVR auto settings.
    • Metro Exodus: a bunch of additional shadow shaders defined.
    • Borderlands 3: More reliable hooking, DirectVR tracking added, defaults fixed.
    • Fallout 4: hang on launch when run fullscreen in Generic 3D/headset mode.
    • Elder Scrolls Online: HUD shader definition fixed for latest game version.
    • Halo MCC: CE: DirectVR Weapon Hide added, G3D fixed for latest game version.
    • Far Cry 3: Blood Dragon: DX11 .exe detection fixed for latest game version.
    #206709
    mr_spongeworthy
    Participant

    Yeah, it’s certainly possible I’m just expecting too much out of my 3080 Ti, but it just seems strange to me that I could push my 2080 Super to very high GPU usage in, for example, Fallout 3, in fast mode, with no tearing or other issues and have to leave a much higher percentage of available GPU time ‘on the table’ with my 3080. It would not be the first time Pimax pushed a firmware and/or PiTool update that caused sync issues, that’s for sure.

    And yes, I’m not a fanboy of Pimax and I’m quite aware of the limitations and foibles. Unfortunately my brain really doesn’t agree with the limited FOV of all other available HMDs, so I’m basically stuck with Pimax and seriously considering upgrading to the 8K X. I can’t wait for a better-established company to come out with a high-pixel-density wide FOV HMD (preferably one with a secondary processor in the HMD so that the HMD itself does the transformations necessary for wide FOV (i.e. ‘Parallel Projections’) and takes that load off our GPUs.)

    Out of curiosity, with CPUs getting so fast now, is there any part of the process you could offload the the CPU?

    mr_spongeworthy
    Participant

    After a relatively long hiatus and a long series of hardware and software updates I have a VR rig that’s working extremely well.

    However, at some point a problem crept-in with vorpX that I’ve yet to solve:

    Fast and Alt Fast Sync used to work just fine to my Pimax 5K+ for me on my older rig, but on this one neither of those methods is working reliably. I’m getting flickering scenes, lack of sync, different frames in each eye, and that kind of thing. And while it’s somewhat related to overall GPU usage, it’s not any kind of a direct correlation (see below).

    Important rig details: Ryzen 5900X and RTX 3080 Ti, 32GB ram. I’m on PiTool v.1.0.1.272_20210917, which I believe is a release-version (non-beta; or at least as non-beta as anything out of Pimax is!) Video drivers are up-to-date (and this issue has survived several updates thus far.)

    I have excellent performance in native VR titles and things run nice and cool. I can push the GPU to nearly 100% all the time and it generally won’t even hit 80 degrees c. CPU likewise stays nice a cool (of course, it’s often sitting there not doing a whole lot in GPU heavy games anyway.) For example Alyx runs at 200+ Steam SS in Wide FOV totally without issue and often sees GPU usage clear up at 95+%. Cyberpunk (on my 3D display) will again run at 95%+ for hours. So I’m convinced this is a software issue, possibly an incompatibility between vorpX and my PiTool version? I’ve also tried manually under-clocking my GPU, just in case. Made no difference (beyond reducing my performance.)

    More info: This issue *does* depend on the title: I’m having zero issues with Greedfall for example – I have it running at 72hz in virtual cinema mode with no motion smoothing. GPU is often pegged way up above 90% in this title, and everything remains perfect. In FO3 however, I’ve had to switch to “Safe” sync mode. Same for Cyberpunk. The problem worsens with either kind of motion-smoothing (vorpX or Brainwarp) enabled, but is not completely related to motion smoothing. It’s also somewhat related to total GPU usage, but it’s again not completely related to total GPU usage (see Greedfall example above). Both Fallout 3 and Cyberpunk are good examples of titles where I’m seeing this behavior, and I’m having to leave a huge amount of GPU power on-the-table now to get these games to display properly as I’ve now got both of them in Safe sync mode. In Fallout 3 I was pushing 4K, G3D, 45fps/90Hz using vorpX motion smoothing, on my 2080 Super with no issues. Now, on my 3080 Ti those exact same settings result in sync-glitches. (I currently have it running safe Sync mode, 64Hz, no motion smoothing). In Cyberpunk I’m having to leave tremendous GPU overhead in order to maintain a properly synced experience, since Safe mode causes the FPS in the game itself to drop considerably and either of the faster HMD sync modes causes significant sync issues. I can push the GPU usage a bit higher with motion-smoothing off before this issue presents itself. For example, in Cyberpunk, Fast or Alt Fast sync mode, motion smoothing ON, I might start to see this clear down around 50% or 60% usage. With motion smoothing OFF and still in Fast or Alt Fast sync mode I might be able to push as high as 70% GPU usage before I start to have problems. In Safe sync mode all is good but of course my overall frame-rate suffers greatly. I haven’t tested Fallout 4 yet (I have the VR version now, so I’m not really using vorpX for F04 at this point.) I’ve picked-up Life is Strange True Colors recently, so I’ll test that soon.

    Sorry for the incredibly long post, but it’s a weird issue and varies considerably title-to-title.

    Is there a specific PiTool version I should be trying to use? Any other info on how I might try to get Fast or Alt Fast sync modes to work correctly again?

    Thank you!

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