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  • #221728
    Boblekobold
    Participant

    I tried a laptop for VR a few years ago.
    I switched back to a Desktop immerdiately ;)
    It wasn’t very efficient. Laptop versions of graphic cards aren’t as powerful. It’s probably harder to cool. It makes more noise.

    #221727
    Boblekobold
    Participant

    Parenthesis : Even without any bug, I don’t think it’s possible to use full potential of a 8k VR headset (especially with SteamVR). It’s probably not useful to most people anyway.

    There are a lot of recent games which are a lot more detailed and beautiful in 3840p (5120×3840) than 3200p with VorpX on my G2, even if it’s a 2160p VR headset. It’s probably because the details you can display with a 2160p VR headset in certain games aren’t computed without supersampling (at 3840p, I never tried more).

    I may be wrong, but this kind of 8k VR headset are great to get “perfect” PPD if you have a perfect sight, but only with very old (or not demanding at all) games.

    In my opinion, most old games, even beautiful ones, are already great in 2880p (in my G2) because there is a limit due to the textures of the games. You can already perfectly see the defaults of the game itself, even if VorpX enhances graphics a lot. I only used 3200 and 3840p with very detailed games like Metro Exodus, Atomic Heart, etc.

    Considering 8k VR headset may be more demanding than a Reverb G2 (WMR/OpenXR/2160p), it could require a better graphic card than my RTX4090 to achieve the same result in some cases.

    I think a 2880p VR headset like Pimax Crystal Light has already too much resolution in most cases. Some youtubers with RTX4090 seems to prefer G2 over Crystal Light on a same game, even to use UEVR, for example. There must be a reason.

    Note : a VR headset with higher FOV may require more resolution to achieve the same result so it has to be taken in consideration here.

    #221714
    theivorytowers
    Participant

    Ive tried everything and nothing is working. With the Quest i attach the game and it says theres no headset recognized. Then with PSVR 2 it just launches into the theatre mode. Ive tried different games, I dont know what to do. I just bought it, you would think it would work for 70 $ :(

    #221710
    Goph
    Participant

    Doing more testing today I can actually see it happen live, I’m in VorpX in a game, I change the resolution, when it applies its crystal clear looking like what it should be for about 2-3 seconds, it then disappears in the headset and reappears about 50% the res of what it was (Not in setting just in appearence). If you can guide me to what’s breaking or a work around would be huge and likely for a lot of people experiencing this. I’ve tried all the Device Selection Configs it’s all the same result the issue is 100% some interference between pymax and vorpX or something but how I described it is whats happening, I could try film it in through the lens to show you but take my word for it.

    #221705
    SoelbrosMeatballs
    Participant

    Thanks Ralf,

    Ive sent them an email. Sorry for the incovnience. Would having a different email work?

    #221696
    Goph
    Participant

    On Crystal Super, any and all settings games and desktop view is low res without clarity maxed it’s completely illegible to make out anything. Somethings bugged and I’ve seen enough similar posts to do with resolution bug or artifacts aliasing just people phrasing the same issue differently and not really getting answers. Just want to confirm these people aren’t making it up.

    I can side by side with the stock pymax desktop viewer, steam vr desktop viewer or any other app, something about vorpX is coming out at 20% resolution if that of whatever resolution it’s told to be in games or desktop mode. I don’t pretend to know why but its a reality let me know if you learn a fix for it, unusable as is.

    #221682
    ratcat
    Participant

    Same problem here. I must admit i hated Vorpx becasue I could not get a single game to work. Two years after buying it I got Metro to work and since then I have played a few games in VR with Vorpx including Black Mesa. Yesterday it was working perfectly and today it crashes on start up. Ive tried starting from installation folder, Resetting the vorpx profile etc. I just tried Vorx Desktop viewer and that is also crashing. Any ideas?

    #221680
    Boblekobold
    Participant

    I played with Epic Games version on Reverb G2 (OpenXR).

    I have this in my XML file (Graphics.config.xml in C:\Users\<username>\AppData\Local\Frontier Developments\Jurassic World Evolution 2\Config_Local) :

    <?xml version=”1.0″ encoding=”UTF-8″ ?>
    <Graphics>
    <Terrain />
    <Display preset=”Custom” version=”5″>
    <ScreenWidth>5120</ScreenWidth>
    <ScreenHeight>3840</ScreenHeight>
    <VSync>false</VSync>
    <EnableIndirectDrawCalls>true</EnableIndirectDrawCalls>
    <PresentInterval>1</PresentInterval>
    <AdaptiveVsync>false</AdaptiveVsync>
    <AdaptiveVsyncRatio>1.000000</AdaptiveVsyncRatio>
    <Adapter>0</Adapter>
    <Monitor>0</Monitor>
    <DX11_RefreshRateNumerator>90000</DX11_RefreshRateNumerator>
    <DX11_RefreshRateDenominator>1000</DX11_RefreshRateDenominator>
    <ResolutionScaleMin>1.000000</ResolutionScaleMin>
    <ResolutionScaleMax>1.000000</ResolutionScaleMax>
    <ScreenMode>Fullscreen</ScreenMode>
    <SwapChainColourSpace>Auto_HDR_scRGB</SwapChainColourSpace>
    <EnableTripleBuffering>false</EnableTripleBuffering>
    </Display>
    <Settings preset=”Custom” version=”11″>
    <EffectQuality>2</EffectQuality>
    <TextureQuality>High</TextureQuality>
    <AOQualitySetting>3</AOQualitySetting>
    <FullScreenAAQuality>TemporalUpscale</FullScreenAAQuality>
    <TemporalUpscalingResolution>Ratio6_5</TemporalUpscalingResolution>
    <LightPropagationVolumeQuality>0</LightPropagationVolumeQuality>
    <WaterQuality>3</WaterQuality>
    <WindQuality>1</WindQuality>
    <RainQuality>1</RainQuality>
    <ChromaticAberration>1</ChromaticAberration>
    <MaxAnisotropicLevel>16</MaxAnisotropicLevel>
    <AtmosphericsQuality>3</AtmosphericsQuality>
    <PostProcessQuality>2</PostProcessQuality>
    <DepthOfField>0</DepthOfField>
    <MotionBlur>0</MotionBlur>
    <GeometricQuality>VeryHigh</GeometricQuality>
    <DetailObjectQuality>High</DetailObjectQuality>
    <ScreenSpaceReflection>2</ScreenSpaceReflection>
    <DirectionalShadows>
    <Quality>5</Quality>
    <CascadeCrossFadeDistance>0.200000</CascadeCrossFadeDistance>
    <CullingDistance>1000.000000</CullingDistance>
    <CascadeCount>4</CascadeCount>
    <Variance>
    <Resolution>512</Resolution>
    <SuperSampling>4</SuperSampling>
    <Threshold>0.970000</Threshold>
    <DepthBias>-0.003000</DepthBias>
    <SlopeBias>3.500000</SlopeBias>
    </Variance>
    <CascadeResolution>2048</CascadeResolution>
    <Cascade>
    <Index>0</Index>
    <Distance>16.000000</Distance>
    <SlopeBias>3.500000</SlopeBias>
    </Cascade>
    <Cascade>
    <Index>1</Index>
    <Distance>48.000000</Distance>
    <SlopeBias>3.500000</SlopeBias>
    </Cascade>
    <Cascade>
    <Index>2</Index>
    <Distance>144.000000</Distance>
    <SlopeBias>3.500000</SlopeBias>
    </Cascade>
    <Cascade>
    <Index>3</Index>
    <Distance>432.000000</Distance>
    <SlopeBias>3.500000</SlopeBias>
    </Cascade>
    </DirectionalShadows>
    <RaytracedAO>true</RaytracedAO>
    <DLSSEnable>false</DLSSEnable>
    <DLSSFGEnable>false</DLSSFGEnable>
    <DLSSQuality>Off</DLSSQuality>
    <DLSSSharpness>0.000000</DLSSSharpness>
    <ReflexMode>Disabled</ReflexMode>
    </Settings>
    <DisplayCalibration />
    </Graphics>

    I played the entire Jurassic World campaign with VorpX, but that was a few months ago. I would have to relaunch it to be sure but it’s what I remember. It’s probably my last VorpX settings, because I couldn’t play with 5120×3840 on my monitor.

    So like in most games, my settings were :
    – resolution : 5120×3840 fullscreen
    – max graphics
    – no “motion blur” and no “depht of field” (because I don’t like that)
    – raytracing : on
    – DLSS : off

    I used ClarityFX and sharpness filters (probably at max) to enhance image quality, and I probably lowered the gamma in VorpX as I usually do (but not in the game options)

    I used headtracking with Immersive Screen (with vertical curvature and relatively low distance). I probably used edgepeek a lot.

    From what I can see, I simply added JWE2.exe to Dellrifter22’s profile. I don’t remember if I used a hook helper, etc.

    You can also use Reshade (SuperDepth3D) with VorpX Desktop Viewer. I tried it with VorpX on this game, but the image quality and performance were worse (like if ClarityFX wasn’t working) and even 3D was better with VorpX alone in my opinion. VorpX is also easier to launch and it saves settings so you don’t have to reconfigure it every time. In addition, headtracking is great with this game (you can disable it when it’s not useful).

    #221649
    Mark Holley
    Participant

    Good morning,

    I’m new to VR. I got vorpX because I saw a rumor that it supported WRC Generations. So, I installed vorpX. Then I fetched the WRC Generations profile from Cloud Profiles and made it a Local Profile. I double-click the icon on my desktop, the game loads and I see a loading screen hint in the headset, and then it crashes to desktop and prompts me to send an error report.

    I can get the hang of technical stuff but I’ve never dealt with VR. So far, it’s been hit-or-miss whether I can play flatscreen games in VR. I’ve tried the Resident Evil praydog mods and they work fine, and I can play Silent Hill 2 Remake with UEVR, but I’ve run into dead ends with other games. I just wanted to add vorpX to my toolbox.

    Ryzen 9900X, RTX 5080, 64GB RAM, M.2, Quest 3

    Any advice appreciated. Thanks!

    #221637
    Overcast
    Participant

    I had this issue as well. What worked for me was also using a mobile hotspot. I had to disable wifi on my phone so it used the phone network and disable the wired connection on my pc. At that point it worked. I’m not sure why so many of us cannot use our standard network setting. Of note, I have no antivirus other than window’s defender (which has worked to download this in the past on the same network but another computer).

    Ralf
    Keymaster

    Just to clarify: giving away stuff for free and actually, truly asking for voluntary support on Patreon is perfectly fine, of course. But enough of that.

    As said above, I’ll do a few more tests and see whether I can replicate your issue. So far I couldn’t. Don’t expect that to happen tomorrow, 5500p gaming at this point still makes you a member of a fairly exclusive club. But if I can replicate your issue in further tests, it will of course be addressed.

    Cless_Aurion
    Participant

    I see! That is fair, the monthly rhythm thing doesn’t suit all software developers or softwares, especially if you are selling something on the side!

    I think Praydog (the UEVR guy) had the same feeling and has a patreon, but just with no updates there ever? But his software is also free, so it does make sense like you said.
    Plus, surely doing so would bring more money to your hands… together with more headaches (there is no escaping that! hahah)

    Maybe something more like Ko-Fi would be more your jam, its like 5% per donation, and its a one time thing last time I heard, so its a bit more no strings attached.

    In any case, that’s exactly what I was thinking, a decade of software updates for a couple bucks is insane. I mean, many people on sites like patreon and such spend that much on a project every 4 months or 8months ($10 and $5 pledges).

    Some devs would just release “VorpX V2 electric boogaloo”, but that is a whole can of worms in itself.
    Buying a second license sounds fair after almost a decade to be honest, especially with the ridiculous amount of hours I’ve used it.

    In any case, hopefully we can get to the bottom of this!

    Ralf
    Keymaster

    All the cringeworthy emotional manipulation that tends to come with Patreon etc. campaigns aside, Patreon is just the wrong tool for software. How do you provide updates in a sensible manner for example?

    Who knows, maybe at some point in the future I’ll eat my words. But here and now that’s my stance on the matter. The whole ‘support me, I’m such a nice guy’ framing while actually selling something most of the time sounds like bullshit to me. Always has. Want to support a software developer? Buy their app. Feel like 8 years of free stuff is an insanely long time (which it is for sure)? Buy another license.

    Patreon is the right thing for podcasters, content creators, basically anyone even remotely resembling an artist of some kind. But for software with its natural need for at least a certain period of fixes and updates? Just doesn’t feel right at all to me.

    Cless_Aurion
    Participant

    Thanks again for your time replying. I really appreciate you taking this issue seriously.

    Simply sending the res to the headset that you dial in in SteamVR no matter what the actual game res is doesn’t make sense.

    Yes, I know. I’m just saying it so I could try and force the resolution manually, instead of having an arbitrarily “double the vertical resolution” setting.
    I do that with BigsScreen for example. Even when watching a 1080p movie, or playing some old flat game, I will run native resolution (5500p), even if it is to get the dark environment or the screen borders to have 0 aliasing.

    Like said above, you have to look elsewhere to pinpoint your issue. There is no such thing as a “2160p wall” in vorpX.

    I am aware, that is the tragic part. Unless its something driver or hardware/HMD specific, I can’t pinpoint anywhere else since there are 0 issues elsewhere, its only VorpX failing me (which to be honest, its the magic software that made me go and spend $2k on a new HMD at all) :S
    If I had another high resolution HMD over 3000p around, I would test it there, but I only have my VP1 that is 1600p, which won’t do.

    The issues other people with higher than 3000×3000 per eye HMDs (mostly Pimax users) seem to match closely my experience as well, so I suspect everyone with high resolution HMDs has this issue. As more and more high resolution HMDs come in, this issue seems like it will become more and more prevalent.

    A game rendered at 1080p doesn’t look better just because you copy it to a 5500p texture before sending it to the headset obviously.

    We agree in that of course. As long as the image is wrapped around your head or, the resolution of your HMD has a higher PPD than the screen in front you with the game, it should make barely any difference.

    The problem here is… we are DEFINITELY copying a 4860p game image into a 3000p texture before sending it to the headset.
    Not only that, but because I am watching that using the floating VorpX display, now we are rendering what is visible in my FOV of a downscaled 4860p game image at 3000p.
    So, we are squishing that 4860p image into around 2000p in front of my eyes. That’s why aliasing is so aggravating.

    That is also why when I lean in, I can see way more detail that I couldn’t see before
    Also, just in case, yes VRAM bumps up as it should as I scale up resolution over 2160p (in fact, BG3 at 4860p is almost maxing out my 24GB of VRAM, which is about double what it consumes at 2160p).

    Your “2160p wall” sounds suspiciously as if the game actually runs at your monitor’s res although you think it doesn’t.

    Indeed, I thought that too, and it might be the root cause of this issue. If I had a lower(or higher) resolution monitor I would try that theory by plugging only that other monitor in, but I sadly can’t.

    The best way I could control for that on the tests I already did was:
    1. Start VorpX (virtual display gets enabled)
    2. Set Virtual display resolution to 4860p.
    3. Start SteamVR and disconnect all my 2160p displays so only VorpX’s Virtual display is enabled.
    4. Start the game making sure that the only display windows (and the game) detects is VorpX’s 4860p monitor.
    5. Change the resolution of the game to 4860p and restart (or make sure the resolution is already at 4860p or any other higher number than 2160p).

    To deal with such potential issues, either run games windowed or (assuming you already have set up a high enough custom resolution), try setting your desktop res to it before launching the game.

    I already did that, of course. In fact, all the tests I ran I did try in windowed mode first. Then after it didn’t work, I started to experiment and tried fullscreen and borderless modes without any success (which kind of makes sense).

    If a game actually runs at 5500p, vorpX creates a 5500p headset render target. You wouldn’t even be able to let it create something smaller than that even if you wanted when the image vorpX receives is actally a 5500p image.

    I’m 100% sure that is not happening in my computer though. The games and the image VorpX is receiving, are higher than 3000p. This is the core of the issue, which you in your own tests proved that VorpX IS able to pull off (that’s why I said it infuriated me!). Because again, the game window inside VorpX HAS 4860p of detail in it.
    -VRAM reading matches 4860p
    -Performance matches 4860p
    -Visually checking the image by leaning in confirms its 4860p.
    And yet… the actual HMD is only rendering at that fixed maxed 2781×3072 resolution, so its absolutely ignoring that headset render target if its being sent. :S

    Maybe this is a Virtual Display/Windows issue?
    I’m going to try to create a virtual display through other means, and use that instead of the VorpX one, I’ll report back once I do so, but I don’t have much faith in it either.

    In any case, I’m almost convinced that if we don’t solve this here… as the next wave of HMDs come in and we start getting over 3000p resolution, people will start complaining, since right now its only affecting high tier HMDs.

    Cless_Aurion
    Participant

    Sorry for the late reply, crazy busy weeks! I’ve been testing thoroughly to give you as much information as possible.

    Thanks for taking the time to check on this issue, I really appreciate it!
    Damn, it working on your side almost makes it more infuriating.
    I’m very hopeful we will be able to figure it out though, it would make my year!

    For this, I hope FPSVR’s “detect resolution” will work good enough.
    Its results seem to match my visual experience accurately (visual and performance wise).

    >> Might be the game not actually running at the desired res,
    Definitely not, made exhaustively sure this isn’t the case.

    >> might be your headset’s software doing weird stuff or whatever.
    This might be a cause for it, its an obscure HMD, but it would be an issue exclusive to VorpX then, since no other game, or even UEVR are affected by it at all.
    This HMD has 2 different drivers for the HMD. The official one by the makers of the HMD, which is their custom non-SteamVR non-OpenXR drivers. And another one (the one I use most), that is a written from the ground up custom driver that turns the HMD into a native SteamVR HMD. Testing by alternating both drivers shows no difference in VorpX behavior.

    I followed your instructions the best I could. Starting slow and steady.

    Ridiculously low resolutions (like 720p), seem to make it worse since the HMD will run at that, double 720p. The problems start always when I try to go over 2160p. It just won’t happen.

    All games running with no upscaler shenanigans, or AI enhancement of any sort, or supersampling like you asked.
    Using only as a monitor, the virtual one VorpX creates running at 8640×4860. (I tested also with my regular 4K monitor, resolutions there won’t go over 2160p, so not much point to it).

    After playing around, this is the info I can give you:

    HMD’s panel resolution per eye: 3552×3840
    SteamVR Settings resolution:
    3572×3816 (100%) — (Also tried other %, 50% and 200%, with 0 changes to VorpX behavior)
    Advanced Supersample Filtering (OFF) (Also tried ON, nothing will change)

    Not running anything, compositor resolution: 5356×5724 (looks nice and clean)
    Running games:
    -Baldurs gate 3:

    1080p = 1809×2000
    Aliasing is horrible. If I play the game flat in BigScreen (which keeps the 5356×5724 resolution for the HMD) the game becomes WAY more playable, its just like playing on a low resolution 1080p display, especially most aliasing on text disappears. (No awesome VorpX 3D effects there, of course :( )

    1440p = 2344×2592
    Improvement, but far from ideal

    2160p = 2781×3072
    This seems to be the limit I keep hitting.

    Every resolution over 2160p (4860p included) = 2781×3072

    Worst part about this is, like I said, the game is ACTUALLY rendering at those resolutions, I can easily tell by eye by getting closer to the floating screen and new detail will show up, but also, because the framerates match the performance expected and, in BG3’s case, putting the mouse over the window on the taskbar, will clearly state the resolution to the right of the title of the game.

    This applies to all games I tested. Just for the sake of testing, I tried resolutions in windowed, fullscreen with no luck whatsoever.

    TLDR: no matter what resolution the game runs at, the HMD always runs against the 2160p wall. I wish VorpX could just… render at SteamVR’s resolution always or, just not mess around with the HMD’s resolution at all, I’d gladly pay the performance cost. Would that be a possibility?

    Extra data that might be useful:
    -For a render resolution 1:1 sample per panel pixel, resolution should be around 5081×5612 (209%), so definitely we aren’t failing on that side of things, in fact, when I open SteamVR’s menu it is perfectly sharp, since it IS running at the 5356×5724 even when VorpX is running at lower resolutions underneath it (usually 2781×3072)

    -Also, SteamVR wants to default the HMD to 150% (4372×4672).

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