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  • #193337

    In reply to: Geometry VR Game List.

    RJK_
    Participant

    The profiles below provide Geometry 3D:

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    #193297
    Illuzio
    Participant

    Hello, Ralf!
    First of all, thank you for creating VorpX, to be honest, it was quite difficult to use it at first, every game was complicated to set up, but with each new try I learned new things about VorpX that I applied and eventually I came to know how to use it and appreciate its full potential in my games. I was able to discover my favorite game (Dishonored) in a completely new light thanks to you, so thank you for all your work, you have created an incredible software!

    I’m writing this post to suggest you to add a new feature that will easily improve the appearance of games in VorpX: “Color Filters”.
    To be more precise, I am thinking about integrating a LUT system into VorpX because it is very easy to customize for users and it will take almost no space in the VorpX interface!

    I will explain what it is, ReShade or ENB users often use it, in fact a LUT is a png image that can be easily manipulated in Photoshop, Gimp or even ReShade and allows to apply important color changes to any game. Everything can be modified for example : invert colors, put black and white, add contrast, remove a color too present (less yellow in “Two Ex HR” or “Vampire Bloodlines” for example) it also allows to adapt colors with specific palettes to help color blind people to better distinguish some colors for example. In short, a LUT can change everything and in a quite easy way for the users, you just have to modify an image!

    Here are some tutorials on how to create one for use in ReShade :
    https://reshade.me/forum/shader-discussion/3179-luts-powerful-color-correction-the-guide
    https://framedsc.github.io/ReshadeGuides/lutgenguide.htm

    This is what the png of an LUT looks like:
    http://i.imgur.com/HKmhF9u.png

    Just take a picture of a game, add the png of a blank LUT over it and make the changes you want on any image editing software or with ReShade. The LUT will also take its modifications and transcribe them into a color filter in the game (thanks to ReShade or ENB).

    In VorpX, I imagine a new “Color Filter” menu in the “Image Settings” tab where you can choose to apply a predefined LUT or a custom LUT. The png’s of the LUT’s are all stored in “My Documents” in the VorpX folder where they can be modified by users or left as is if they wish.
    i.imgur.com/fyOxGzy.jpg

    If you want to see a more concrete example, I invite you to use ReShade to try the MultilUT effect to see the different possibilities and why not let you create such an effect to see how easy it is to do (there is LUT.fx in the ReShade shaders if you want to see what the code looks like and a blank LUT png in the textures called “lut.png”).

    Here are many examples of color palettes created and usable in games using LUTs:
    https://www.nexusmods.com/fallout76/mods/114 (my favorite palettes)
    https://www.nexusmods.com/stardewvalley/mods/1213
    https://www.nexusmods.com/witcher3/mods/1498

    Voila, I know you probably have a lot of other more important things to do to improve VorpX (I’m the first to look forward to them) but I think the easily customizable color filters would be a really interesting addition, it can really improve the look and feel of a game and even more in virtual reality!

    Don’t hesitate to ask me questions, all this text has been translated with “Google translate” because I don’t speak English (I’m French) so it may not be very understandable.

    I can also create LUTs for VorpX if you need them of course!

    EDIT: If you don’t have the time or desire to create a LUT system there is also an alternative solution, it would be enough to allow to use ReShade with VorpX (VorpX would use the game image already modified by Reshade before applying its own modification for the VR) it would allow to use all the color effects you want (be careful, the effects that need to use the “Z-Buffer” like Ray Tracing or MXAO probably won’t work, you’ll have to limit yourself to simpler effects).

    #193277
    mr_spongeworthy
    Participant

    In case anyone else has a similar issue here is what I eventually discovered:

    The windows updated either caused a problem with that one specific profile or it was complete coincidence that DirectVR scans stopped working immediately after the update. I checked and found that DirectVR scans were still working in other titles, so I simply reset the Fallout 3 profile to factory defaults and DirectVR scans immediately started working again in Fallout 3.

    #193169
    mr_spongeworthy
    Participant

    Well, as of yesterday everything worked perfectly for me in Fallout 3, but as of today DirectVR scans fail every single time. I failed to pay sufficient attention to my Windows 10 updates and it auto-installed an update when I restarted the rig this morning. Normally I go in and manually delay updates for as long as possible, and then do that again and again until I actually have time to Clonezilla my boot-drive so that I have a working clone. But I failed in my duties to postpone Microsoft’s forced and all-too-frequently-destructive updates. I do have a recent manually created restore point, so I can do that. I’ve restarted, yadda yadda yadda, but it does look to me as if the only thing that changed between yesterday and today was that Windows update. (SteamVR also updated recently, but that was early yesterday and things were still working fine after that).

    Any thoughts on how to fix this other than to try and use the restore point? In the past I have not found those to be 100% reliable (hence my preference for Clonezilla), so if this is a known problem with a solution I would prefer to do that.

    #193107
    mr_spongeworthy
    Participant

    You don’t have to tweak any vorpX setting at all to play Fallout 3 in FullVR except probably increasing the game’s resolution, which can be done on the DirectVR page of the vorpX menu.

    3D is dialed in to provide correct depth/scale and there is perfect 1:1 DirectVR memory scanner head tracking, same for the game’s field of view. Nothing to tweak except choosing a resolution that fits the performance of your PC. The best tweak you can apply for an optimal Fallout 3 FullVR experience is resetting the profile to default in the config app.

    My general advice to you would be to tweak as little as possible. Profiles don’t come with some random settings that you have to tweak, settings are typically dialed in to make games work as intended.

    I’ll give that a shot after I make a record of all my existing settings. I have things looking so good in Lounge mode that I admit I’ve been very reluctant to change things.

    #193097
    Ralf
    Keymaster

    You don’t have to tweak any vorpX setting at all to play Fallout 3 in FullVR except probably increasing the game’s resolution, which can be done on the DirectVR page of the vorpX menu.

    3D is dialed in to provide correct depth/scale and there is perfect 1:1 DirectVR memory scanner head tracking, same for the game’s field of view. Nothing to tweak except choosing a resolution that fits the performance of your PC. The best tweak you can apply for an optimal Fallout 3 FullVR experience is resetting the profile to default in the config app.

    My general advice to you would be to tweak as little as possible. Profiles don’t come with some random settings that you have to tweak, settings are typically dialed in to make games work as intended.

    #193096
    mr_spongeworthy
    Participant

    >> It wasn’t until I cranked that all the way up to something like 3.0 that the scene had real-world-depth…

    I obviously won’t tell you how to play games with vorpX, but you should be aware that this is objectively wrong. Real world depth and world scale (both are connected since “more 3D” makes the world appear smaller) in Fallout games means 1.0. That is more or less true for all official FullVR profiles. I’m not perfect and dialing in the base scale/depth usually involves some guesswork, so maybe here and there 0.8 or 1.3 might be fully right, but you certainly will never see an official FullVR profile where 3.0 means real-world depth/scale.

    I would definitely NOT take offense if you told me how to play games with vorpX. (I’m here, usually, to find out exactly that!) Fallout 3 is the only game I’ve had this problem with so far – remember though that I’m playing it in Lounge mode, so that might make a big difference. (I have started the process of getting it all working well in full VR mode, but I’m not there yet. Seems like a good game to try since it runs so well. I’m easily maintaining 45fps at 4K resolution and 2XAA. Looks really good! Lots of work to do mapping controls, getting the head-tracking spot on, etc. I usually just give up and switch back to lounge mode.) I’ve also heard that maybe the Pimax HMDs don’t “pop” the stereoscopic effect as much as some other brands. Anyway, with F03 in lounge mode the scene had very little depth, so little that my brain kept insisting that objects at any distance should be, focus-wise, much further away than they were and caused a lot of eyestrain (in camera-focus terms, my brain knew that everything past a certain point in a scene should be at “infinity” but it wasn’t actually there.) Once I got that figured out all has been fine and the few other titles I have so far haven’t caused the whole eyestrain issue I was getting with FO3.

    #193084
    Ralf
    Keymaster

    >> It wasn’t until I cranked that all the way up to something like 3.0 that the scene had real-world-depth…

    I obviously won’t tell you how to play games with vorpX, but you should be aware that this is objectively wrong. Real world depth and world scale (both are connected since “more 3D” makes the world appear smaller) in Fallout games means 1.0. That is more or less true for all official FullVR profiles. I’m not perfect and dialing in the base scale/depth usually involves some guesswork, so maybe here and there 0.8 or 1.3 might be fully right, but you certainly will never see an official FullVR profile where 3.0 means real-world depth/scale.

    #193081
    mr_spongeworthy
    Participant

    Fallout 4 should look pretty well that way, also with default settings its world scale will be correct.

    I know nothing about vorpX profile-authoring at this point, but I did a LOT of work on TriDef profiles over (approx) a ten-year period, and I’m fairly sure I was the person who first figured out what FO4 was doing with light-sources and managed to get a fully-working G3D profile (the official profile had light-source-depth issues – same problem as vorpX currently has). The F04 engine was rendering certain (not all) light-sources at the same depth as the sky, AND, the only way to get them to display properly was to set both the “Percent in Front” and the “Sky Depth Allocation” to 50%. As long as those two settings were left at 50% you could then adjust overall depth of the scene and most other settings until things looks right, and your light-sources (and sky) were all rendered at the correct depths. I don’t know if you have a way to look inside TriDef profiles, but you can find my old profile (and screen-shots of the critical settings) buried down in the “Old Files” download on this Nexus page: https://www.nexusmods.com/fallout4/mods/21902?tab=files – Unzip it and look inside the “Fallout 4 TriDef Profile (True 3D)” folder. Maybe something there will point you towards how to fix this issue in the vorpX profile as well.

    STREET_BLAZER
    Participant

    I’ve experienced some issues with what can only be described as “judder” on fallout new vegas while using 3D geometry mode. Oddly enough, this was never much of an issue on the Rift CV1, but since switching to the Rift S the problem has become quite frequent. It’s largely sporadic in nature causing the screen to rapidly twitch in and out once or twice. I can only assume that it’s some kind of tracking issue made worse by the Rift S’s integrated sensors but it should be noted that I’ve only encountered the issue w/ Vorpx and not with any native games in VR. Has anyone else experienced this? Is there any way to alleviate the issue?

    #192962
    Ralf
    Keymaster

    The best advice I can give you is leaving the 3D-Strength at the default value. With default settings such glitches often aren’t overly distractive. Fallout 4 should look pretty well that way, also with default settings its world scale will be correct. vorpX is not about as-much-3d-as-possible, it’s about VR. TBH sometimes I truly regret the far too huge range of the 3D-Strength slider, which might understandibly be tempting for stereo 3d enthusiasts, but doesn’t really make sense for VR.

    Also Z3D, which never has these kind of glitches, often looks better than you may think unless you permanently look at objects very close to the camera, which shouldn’t happen too often while normally playing a game.

    Apart from that adiitional advanced shader authoring options that would allow to re-program shaders are still in the works, but not ready for prime time yet.

    #192961

    In reply to: Witcher 3 2018

    mr_spongeworthy
    Participant

    In case you never resolved the “not 3D enough” issue; you can adjust that in the vorpX menu that you can bring up in-game. I’ve found that the default depth varies a lot from game to game, and sometimes (Fallout 3, for example), the game had very little depth with the default “1” setting – I had to set it all the way to 3 in that case to get a natural 3D scene. So just go in a tweak that setting until the scene depth seems natural to you.

    #192959
    mr_spongeworthy
    Participant

    So… I haven’t tried a lot of games with vorpX so far, and overall I’m reasonably happy with it (I want to point that out because far too often forums are full of complaints).

    But I am getting a bit disappointed that I’m seeing problems with nearly all of the official profiles I have tried. I’ve been stereoscopic gaming for a very long time, so I’m perfectly aware that this can be a problem, but with the other products I used it was only a problem with new titles – problems were pretty much always, eventually, addressed. I wish I was seeing the same thing with vorpX. Out of the 4 titles I have so far tried, 2 of them have pretty serious issues (Fallout 4, Witcher 3), 1 has a minor issue (Fallout 3), and the final one requires setting shadows to extremely low quality (Life is Strange 2) but otherwise works well. Fallout 4 has light-sources that are not at the correct depth, Witcher 3 Shadows are totally wrong and even turning them all the way off (which looks *awful*) in the vorpX menu doesn’t really work, as incorrect shadows will stop pop-into existence at extremely close range. The only solution is to switch to Z3D, but depending on the title that can look really bad with all the Z3D artifacts.

    I really hope to see these issues fixed.

    I, for one, would happily pay a small amount for each fully-perfected game-profile. I don’t know, $1.99, maybe $2.99? Something like that.

    #192929
    Ralf
    Keymaster

    it’s more complex than that, vorpX isn’t a mere stereo driver. For many games (including FO4) it not only renders the game in stereo 3D, among a lot of other things it also automatically adjusts (i.e. raises) the game’s camera field of view to match the FOV of your headset. Doing that costs additional performance since with a larger FOV more objects have to be rendered. On top of that there also is a certain overhead for rendering to the headset.

    You will have to make some compromises in regard to image quality. What you see seems extreme though, you probably have cranked up everything to ultra high in the game’s options menu. Playing the game with medium detail settings should provide solid performance unless there is something really wrong with your setup.

    Alternatively you can switch to Z3D in vorpX which for the most part takes the stereo rendering out of the performance equation. Except for objects very close to the camera that looks just as good in Fallout 4.

    If you happen to be an .ini tweaker, also make sure to revert any .ini changes with a heavy impact on performance (e.g. uGridsToLoad). Same for any potential mods that may have a performance impact.

    And last but not least make sure to let vorpX handle the game resolution, just in case you disabled that feature.

    spafmagic
    Participant

    My rig:
    Windows 10 Pro 64bit
    i7 – 8700 Hex core 3.2GHz
    32 Gigs Ram
    RTX 2060 XC Ultra
    Oculus Rift S.

    Ok… so, VorpX seems to be working as intended. Got some games I’ve been playing with out much of a problem. I noticed that the game is opened up on the monitor as well as displaying in my Oculus Rift S. But Fallout 4 seems to GOBBLE FPS rate. Once I get into the inner city of Boston, where there is a lot to render, I get shafted down to 10 FPS or so.
    BUT…
    Playing it the traditional way, (just monitor, keyboard and mouse) I’m steady at a SOLID 60 FPS no matter where I am in the game. My thoughts are that my card’s resource usage is being doubled while both monitor and Rift are being used at the same time.

    Is there an option to force the game to simply display in the Rift only, to avoid the extra strain on the graphics card… so I can get the FPS with it, as I do not using VR?

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