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  • #111918
    rbit
    Participant

    Now it finaly works. :D
    But i still don’t know what i did with it. :P
    I am just trying out the games, and i have to say, it’s pretty awesome. :D
    But i’ve got some issues. :/
    As i said before, i want to record the gameplays, so i have to turn on this “original mode…” thing (i don’t know how, it’s called… :P) so that i can record it from my monitor, but when i turn it on for example CS:GO starts to lag a little bit. :/ But only in the headset, on the monitor it runs perfectly. :)
    And like Evolve Stage 2, when i turn it on, it just laggs so much in the oculus rift, but than i watched it on the monitor and it was running without problems. :/
    (I still didn’t record anything, it’s lagging already without recording…)
    Does this mean that my PC is not strong enough for this? :/

    Main Things of my pc that can be the reason:

    Processor: Intel Core i5 3570K 3.4GHz
    Graphic Card: MSI GeForce GTX 980 Gaming 4G
    RAM: 2x KINGSTON HyperX Beast 8 GB

    #110668
    Ralf
    Keymaster

    GPU and CPU having to wait for each other at several occasions is the main reason for both not being fully used. The frame rate drop you see is too extreme though. Typically you should expect 50-60% for geometry 3d rendering and then another 15-20% for the direct mode thread rendering/syncing. In your 120fps mono example that should yield something around 40fps (120*0.4*0.8) worst case.

    If you experience something dramatically worse with a modded Skyrim, please try an unmodded game without any .ini tweaks besides the ones the vorpX game optimizer applies. Also do not use the “Ultra” quality setting. Try “High” or even “Medium”.

    DirectX (especially DX9) can only handle a certain amount of draw calls efficiently. Skyrim itself already uses many of those, stereo rendering doubles them and the “Ultra” quality setting, mods or popular quality enhancing .ini tweaks (uGridsToLoad etc.) may finally be too much in some areas of the game with much geometry to render.

    Also check for any hi-res texture packs you may use and get rid of them. Those might not get disabled by disabling mods. Since vorpX requires a fair amount of additional GPU memory, hi-res textures can cause a severe performance drop on anything but the latest high end graphics cards if textures have to be swapped in and out of the GPU each frame.

    Tummie555
    Participant

    A lot of games require either a mouse+keyboard input or just a controller. Since vorpx uses the headtracking by default as mouse input, sometimes the software needs manual configuration to get looking around in games to work with a controller. I believe there are 3 distinct categories :

    1) The “clever” games that can deal with the problem themselves (example:DOOM)
    – No problem, just looking around and playing with zombies.

    2) The games that can only deal with one input device at a time. (Example: Far Cry 3)
    – These games need some configuration in vorpx. Usually setting the gamepad override to NO, and changing the “headtracking as gamepad” to RELATIVE fixes the problem. Finally adjust settings on the gamepad tab in vorpx to finetune sensitivity of the “right stick” (which is now actually the headtracking).

    3) Then there is EA, and I guess some other developers, who actually shouldn’t be allowed near a computer. Their ways of coding creates problems which I haven’t been able to solve with any configuration of vorpx just yet. (Example : Battlefield 4) In this game you can change at any given moment between the kb+mouse or controller, but don’t try to use them at the same time. All kind of weird things happen to your playing character, spinning like a toll most likely. Even configuring vorpx headtracking as if it were a gamepad doesn’t solve the problem. This is where you, my fellow vorpx user friends, come into play. I have seen people play it on YouTube with vorpx and a controller. In a sitting position that is. If you’ve got it up and running with a controller right from your lazy comfy chair, please do share your wealthy knowledge, for it’ll bring peace to a lot of us.

    #103224
    RAGEdemon
    Blocked

    I have been doing some investigating:

    The Oculus render resolution absolutely has a great affect on the image.

    Please see here:
    <unable to paste link; uncool>
    Just google “Increase the render resolution of the Rift” – it’s the top link…

    This is an extremely important tool because it dramatically changes the Rift’s resolution, sharpness, and antialiasing effects. It completely transforms the Rift IMHO.

    I believe the render target resolution on the Rift when this tool is set to 1.0 is the native resolution of the display, i.e. 2160×1200.

    Setting this to 1.4 (a render resolution of 1513×1680 I think) gives great image quality in games compared to default! (Some games use values lower than 1!).

    With VorpX, We want to get this close to the game resolution, i.e. 1920×1440, so we want to set the debug resolution to 1.2, which brings the render target to 2592×1440.

    I have tested this with various settings:

    Setting of 0.4 = smooth (high game resolution) but blurry (low Render target).
    Setting of 1.0 = smooth and sharp.
    Setting of 1.2 = smooth and sharper
    Setting of 2.0 = smooth and even sharper (Placebo?)

    The interesting thing is that although in other games, this value heavily impacts performance, with VorpX, this setting doesn’t seem to impact performance probably due to the fact that the scene has already been rendered at the game resolution, and is only passed along to Oculus software for final warping. This means that this does not seem to impact performance! I would recommend 2.0 setting, if indeed it’s not a placebo above 1.2.

    Ralph, a quick breakdown of the different stages of the rendering, with their respective resolutions would be immensely helpful in our understanding. Right now, I’m just taking stabs in the dark. This could potentially be a huge boon to VorpX Image quality.

    For example, my understanding is that:

    Image is rendered at Game Resolution then passed into –> Oculus Render Target Resolution which does the anti-lens distortion, which is then passed onto the display –> Rift Display 1080×1200. Am I correct?

    Thanks :)

    #101846
    MrEos
    Participant

    Just want to dispense some observations that I have learned from tweaking vorpX to work for skyrim.

    What makes a game VR ready?
    How well you can keep the vertical in a 1:1 sync.
    Horizontal rotation can be slower, faster, doesn’t matter.

    When I finally stumbled upon the right sensitivity settings for me that kept the vertical rotation as close to 1:1 as possible. The comfort level literally skyrocketed. And mind you I don’t even get sick in the first place and I could tell an immediate difference.

    Now here’s the problem. The sensitivity settings + vorpX GUI settings, to achieve such fluid comfort, makes horizontal rotation much slower than I’d like. Is there a way to specifically tweak just horizontal Head Tracking? The option disappears when you do a full override of the xbox controller. And the only other screen that allows you to mess with the rotation sync rates just does a general for all axis.

    Also. What’s the likely hood of games being able to know when y rotation is at 0 degrees for the camera in the game? I’m wondering if it’s possible to inject something that can watch for that and make it so the program will speed up or slow down rotation on the vertical axis to always make it so looking straight ahead syncs it up with looking straight ahead in the game. It can be slightly out of sync when not looking straight ahead.

    For example.

    Looking Straight down in game + Looking at a 45 degree angle down in RL = OK
    Looking Straight ahead in game + Looking up or down 10+ degrees in RL = BAD

    It needs to be:
    Straight ahead in game = Straight ahead in RL. If you can make this program accomplish that you will solve 90% of the motion sickness issues attributed to vorpX.

    Almost forgot to add.
    The way that I determined I was getting as close to 1:1 vertical sync as possible?
    I made is so I could see my chaperone wall. And used that as a reference to help sync it up and I just kept messing with sensitivities in game, and in vorpx until looking up and down, always ended up with looking straight ahead within a 5-10 degree margin of error. I’d like to get it below 5 degree margin of error. But I don’t think it’ll happen.

    #90071
    Grumdark
    Participant

    It depends on several factors, above all, the level of configuration that allows the game, and the 3D reconstruction allowed in each game profile, among other things, to be used with vorpx.

    For example, a game with good support FOV (field of view) option + 3D geometry, scale hud, separation 3d, if configured properly, could even become almost native, very similar.
    However, this mode has a higher resource consumption.
    Some games require work in DX9 to use this 3D reconstruction, but slowly increasing this reconstruction in DX11 too.

    Other games are only available 3D reconstruction (z Normal / adaptative), this mode is less 3d but less consumption.No has positional tracking,only head tracking in this mode for now.But you have other advantages.

    The ability of each player, at the time of polishing / refining a good configuration plays an important role in the outcome of the final experience.
    Vorpx internal menu has options to help this.
    But it also depends on the configuration options available to the game, the specifications of your PC, and the profile created by the dev/team vorpx for each game :)

    In any case, after passing a small learning curve with vorpx, this program is very useful, a perfect complement to play some of the favorite games in vr, which otherwise would not be as possible.

    nieda113
    Participant

    Hi, besides having some problems with getting vorpex to work with the rift (
    viero worked instantly)
    I got it run finally.
    But now there is a problem. 3d is working fine the vr key menue, too.
    But despite all adjustments i made i have somehow double pictures.
    For example if you look at a ball it will be like two merged with a little skew .
    Mouse , hud and even the virtuel mouse is looking fine.
    Nvidia 970 gtx, latest driver, i5.
    Rift as primary.
    As well i cant see the rift image on my Second screen Samsung 55 inch screen.
    any ideas

    THX JV

    #23723
    Ralf
    Keymaster

    If I understand you correctly, that is already possible. You can emulate a gamepad axis with vorpX by following the steps below.

    Just be aware that this does not work as good as mouse emulation. Gamepad input is filtered quite heavily by most games, so you usually end up with pretty high latency and other issues. I would recommend to do this only if necessary, for example in racing games that do not have mouselook.

    1. Press [DEL] to open the in-game menu
    2. Go to Input page
    3. Set ‘Handle Gamepads Internally’ to Off
    4. Set ‘Headtracking as Gamepad’ to Relative or Absolute depending on the game. You should get a grasp of what is better quickly.

    If this is done, the head tracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with a real gamepad.

    Trancer Spacey
    Participant

    Hi,

    at the moment I have a gtx660 in my pc, so my question is especially to vorpX-users with 970/980 or 780ti cards: what framerates do you get typically with these cards in taxing games like Oblivion, Skyrim or Fallout?

    Do this games run smooth with vorpX in geometry-mode? For example in Oblivion my framerates are often sinking under a value of 50, sometimes 40 in outside-regions (geometry). In Dungeons I sometimes get 75FPS but this depends on what wall I look. ;-) So it’s not really a smooth, good experience and I hope a new GTX will change this a bit. But for this older games I found no benachmarks with this brand new cards, of course not in combination with vorpX. So I think it’s time to start a thread to finally enlighten the vr-community. ;-)

    #10758
    Ralf
    Keymaster

    Laszlo, vorpX beta is out for barely three days. Of course we will investigate this. What did you think? Also vorpX beta is and was sold as beta software, which is also displayed on screen the whole time, to avoid possible misunderstandings.

    I’m really sorry that Bioshock Infinite right now is not working for you. Mind if ask if other games work for you?

    You may also take at look at the following general trouble shooting guide, maybe it contains something useful for you:

    First and foremost: If you happen to use any DLL override (like ENB Series, SweetFX or similar) for a game you want to try: Get rid of those. There should never be any d3d9.dll, d3d10.dll, d3d11.dll, dxgi.dll, xinpunt or any other system dll override in a games directory that does nor belong there. vorpX ‘hooks’ into these system DLLs, additional overrides can create all sorts of conflicts.

    The same is true for any other kind of injector (like the script injectors for various Bethesda games). They might or might not work. if in doubt, disable them.

    Disable any other stereo driver you might have running (nVidia 3D Vision for example).

    If in doubt, disable all programs that can show content over DirectX. Skype, Mumble, Fraps, SteamOverlay are typical cases. This should usually cause no issues, but if you have problems, it’s always worth a try to temporarily disable those programs or their in-game windows.

    Same as above for Desktop Streaming Applications like Splashtop. Try to disable and see whether things work better this way

    vorpX only works with 32bit application at this time. This is important for example in WoW, which also has a 64bit version. The latter will not work with vorpX.

    If a game has different .EXEs for DX9 and for example DX11, try both. Usually both should work to some degree, in some cases there are hints displayed on startup which one works better. If one completely refuses to work for you, maybe you have better luck with the other one.

    If you have an SLI or Crossfire (dual graphics card) system disable this. It might or might not work, but is currently completely untested an thus not supported.

    Disable any graphics ‘accelerator’ (Lucidlogix Virtu for example) if you use something like this.

    If you use an Intel graphics chip, you’re on your own, at least for now. System requirements for vorpX include nVidia/ATI graphics. Judging from feedback, many things seem to work with Intel, but this is completely untested. Also for some things there are distinctive nVidia/ATI rendering paths in vorpX, those things won’t work at all on Intel.

    Final note: There are a games that work great for some people but cause problems for others. Nothing uncommon in the wonderful world of Windows. We are trying to resolve those issues, but fixing things that can’t be replicated consistently, is sometimes tough. There might (and will) be cases were fixing issues that apply only to some will take some time.

    #10646
    Ralf
    Keymaster

    Hi Steve,

    Yes, documentation is an issue, on the other hand 95% of people wouldn’t read it anyway…, plus the gamepad stuff is quite unintuitive atm.

    For headtracking to work in racing titles that do not have mouselook but allow you to look around with an analog stick, make sure that the gamepad emulation is set to the follwing options:

    Handle Gamepads Internally = Off
    Headtracking as Gamepad = Relative or Absolute depending on the game, you should get a grasp of what’s better quickly.
    The options below this should be more or less self explanatory except maybe Deadzone Correction, which effectively eliminates analog stick deadzones set by the game.

    If this is done your headtracker is now a gamepad axis. The final step is to go to the game’s input options and map look left/right/up/down to the ‘Rift-Gamepad-Axis’, exactly as you would do with any other gamepad axis.

    Now you are able to look around in your cockpit. The view has to be centered from time to time because of possible yaw drift (should be greatly reduced with a calibrated magnetometer). There is a shortcut for centering.

    Please note that this will never be as good as mouselook-headtracking, since games do all kinds of filtering to gamepad axis movement, plus deadzones + non-linear ramps, and so on. Usually there is no way to get super responsive, perfect headtracking this way, but it’s always better than no headtracking at all.

    Some Codemasters titles should be more or less ready to go with the Rift as axis 0, but unfortunatly clip the movement in cockpit views beyond -/+45° or so. Works still quite nice. All you have to do is the setup in the game options.

    Hope this helps.

    ———————

    BTW: There is also a Gamepad to Mouse/Keyboard Emulation available that allows you to play any game with a gamepad, if you like. To enable that, set ‘Handle Gamepads internally’ to ‘On’. This also allows for example to play Skyrim with gamepad and head tracking wich is otherwise not possible.

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