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  • #207557

    In reply to: Abysmal performance

    Ralf
    Keymaster

    That’s definitely not right. First thing you might want to check is whether the issue also occurs in ‘Generic 3D-Display’ mode, wihich shows a SBS-3D image on your desktop. That way you could determine whether the issue is related to the actual game rendering (also occurs in ‘Generic’ mode) or to the headset rendering (doesn’t occur in ‘Generic’ mode).

    In the first case primarily check whether you maybe have some tool installed that also hooks into games and by doing so could potentially cause a conflict with vorpX. The trouble shooting guide above (or in the vorpX help) has more details on that. That includes any FPS counter tools. Use the vorpX FPS counter instead (ALT+F).

    In the second case also do the above, but in addition check whether maybe another headset type selection in the vorpX config app helps. Oculus headsets work with all three types, WMR headsets work with both OpenXR and SteamVR, native SteamVR headsets (e.g. Index, Vive, Pimax) also work with SteamVR and OpenXR, the latter with the unfortunate caveat that Valve seems to think noone needs 32-bit OpenXR anymore. At least they constantly ignore according requests since ~1.5 years now.

    #207178
    RJK_
    Participant

    Ralf is constantly providing us with new gifts and features over and over FOR FREE.

    How about we make him a little present in return by powereing up the inofficial gamelist up to 1000 ? Lets make a 1000 happen in 2021 !

    The list is beeing visited daily by hundrets of people, how nice would VorpX “inofficially supports more then 1000 games” sound like spread across reddit,steam and all the other places? BTW: I am pretty much shure that we could hit the 1000 within days, the list already counts 949 and the cloud is packed with new profiles from unknown authors.

    Its so easy, just submit an SBS Screenshot of the game that you have fixed to the list (right top corner, “Make submission”) http://rjkole.com/gamestuff/engines/
    Little sidenote: Each new entry also makes the engine checker better, dont forget !

    Litte Backgound why i cant perform all that on my own:
    I am very well aware that there a way more profiles in the cloud then on the inofficial list and i kept beeing asked why i wouldnt add them.The answer is easy, 1- i own thousands of games , but its impossible for me to own every game. 2- I am busy enough with my own profile requests and i simply dont have the time to manually verify hundrets of profiles just to see if one is 3D or not (too many are NOT!). 3- We want a clean list, so adding games without proof wouldnt make sense. Too many profiles are not even 3D.

    The easiest way is simply to take a SBS Screenshot and submit it to the list.
    Here is a little how to: (easiest and fastest way)
    1- Switch VorpX over to “Generic Display”, start game and Press “Print”
    2- Click Windows->Start, enter: Mspaint
    3- When Mspaint is open press STRG+V
    4- Save SBS Image as .jpg
    5- Submit picture

    Please remember: Its not only me benefitting from the List, its mainly YOU benefitting from it!

    J0hnnieW4lker
    Participant

    Anyway I can take 3D SBS screenshots? It would be nice if Vorpx had a native screenshot feature. I can take screenshots using the “generic 3D display” mode, the game runs on SBS on the TV, so I can take the screenshots and use Virtual Desktop on Quest with SBS. But I would like to use the native Vorpx virtual room with steam VR. BTW, I wonder if the performance is worse on Steam VR compared to the generic display SBS coz Steam VR will probably use more resources of the PC to run the game, and also Vorpx virtual room might use some resources too. So if I run the game on generic 3D display via Virtual Desktop server which is very light and does not use Steam VR or consume PC resources to run the virtual room, instead it runs the virtual room directly on Quest, using the Quest CPU instead of the PC. Does it means the performance is better via Virtual Desktop / generic display?

    Ralf
    Keymaster

    I spent the last three days replicating what the AMD shaders do within the vorpX image processing pipeline. For the most part that meant adding a higher quality sampling algorithm that replaces the default GPU sampling for the headset render stage of vorpX. The sharpening kernel used on top of that is the same as before. It’s absolutely competetive, spent days finetuning its paramaters back then… AMDs dirty little mipmap trick, which normally only is available if game devs implement it in addition to the FSR shaders, can be forced by vorpX.

    Long story short: turned out noticably better than sharpening only as currently available in the vorpX menu. Also better than adding AMD’s method as an extra step in between, since adding an extra processing step would partially negate the prior gain in clarity later when the image has to be resampled again.

    But see for yourself. Skyrim SE is an ideal test case due to its super blurry antialiasing. Looks almost like being rendered at twice the resolution in the headset. I.e. at 1440p the image will look similarly crisp as 4K does without any processing, although (just like AMD’s method) in truth it’s really just traditional upscaling+sharpening. Unlike AMD I don’t have to compete with nVidia, so I don’t have to pretend it’s a direct substitute for their DLSS. ;)

    No enhancement vs. vorpX “Super Resolution”:

    CAVEAT: Note that this will only be available in the actual headset modes (Oculus, SteamVR, OpenXR). ‘Generic 3D-Display’ and ‘Generic Headset’ don’t involve any upscaling that could be utilzed for these improvements.

    Ralf
    Keymaster

    That’s the strength of the sharpening filter. Go as high resolution wise as you consider yourself OK performance wise. vorpX determines its final headset res based on the game resolution. The sharpening filter is then applied at the (higher) final resolution, which happens to be the same basic principle that the AMD upscaler uses, although vorpX has less sophisticated scaling/sharpening. Most likely not quite as good, but also not too far away from what you could achieve with the AMD method.

    A good approach is choosing the highest possible game resolution that still gets you half your headset refresh rate (or whatever you consider tolerable as minimum framerate). Then dial in the sharpening amount without overdoing it.

    Note that the above only applies to actual VR modes (OpenXR, SteamVR, Oculus), not to the “Generic Headset” or “Generic 3D-Display” mode. In the latter modes vorpX doesn’t do any upscaling.

    anDime
    Participant

    All the solutions through recording the “VR-View” deliver faulty SBS.

    I tested them throughly and made a reader article about it with some example GIFs why the solutions don’t work (it’s in german, but the OBS-Recording/GIFs explain themselfs: https://www.computerbase.de/forum/threads/vorpx-erfahrungsbericht-test-von-stereo-3d-aufnahmemoeglichkeiten-fuer-lets-plays.2037250/#post-25933717

    Basically:
    Oculus Mirror -> Screen jitter in the recording when moving the Head, even with Full VR which fixes the game window place in the VR-View

    SteamVR Mirror -> has a big black border between left and right eye, which messes with the stereo overlap when recorded. If you would add the window 2 times, and crop to left and right eye only, the eyes would be out of sync

    OpenVR-OBS-Plugin -> I tried that with cropping, but due to the eyes being out of sync, while it is stereo 3D, it doesn’t work when the camera is moving

    SurrealCapture -> only certain apps, not working for VorpX

    So far the Generic 3D Display SBS is the option that delivered a good viewing experience, but then I can’t play in 3D myself.

    Ralf
    Keymaster

    The only way to record both eyes is recording the Oculus mirror window with lens distortion applied, undistorted SBS output is indeed only available in ‘Generic 3D Display’ mode.

    You can enable the mirror window from the vorpX menu (requires expert settings to be enabled in the config app). IIRC the Oculus app also lets you enable it.

    anDime
    Participant

    Hi,

    example Link, Death Stranding 3D Half SBS https://mega.nz/file/hFoViAyY#hrAz2e1UYrE0zYor4hoDdh0XC1waQ7PhMSRczkcFIBA

    This is the unsuccessful result recording both VR-Eyes through OBS
    https://mega.nz/file/hFoViAyY#hrAz2e1UYrE0zYor4hoDdh0XC1waQ7PhMSRczkcFIBA

    Simply put, I want what can be done through activating Generic 3D Display in VorpX, but while using it with my quest 2, so I can play normal and record in 3D, without the recording being compromised by my viewing settings.

    I tried recording through OBS the left and right eye while using the Full VR mode, and cropping the picture in OBS. While this technically works, the eyes are out of sync -> unusable as soon as you move.

    The data should be there anyway, it’s just that we only get one native screen as a display mirror.

    Also would it be possible, to somehow record it native? So that I could technically record f.E. Full SBS 4k, while using a FHD screen.

    fallbalance
    Participant

    I just picked up VorpX — awesome software, seems to work great! One of the first games I tried it with is Portal 2. I’m using this with my 3D DLP projector, using the ‘generic 3d display’ option in settings. Everything seems to work perfectly, except I lost my gun and aiming cursor… I have no accuracy anymore! Then I found this thread, and I see that it was an intentional action for all the VR users. Pardon my ignorance if there is something obvious that I missed, but I can’t find any way to change this… I’m glad everyone here is happy with the change, but in my case I actually would like the option to get back to the ‘gun always showing’ default mode. Thanks for any help!

    mr_spongeworthy
    Participant

    I’m having a new issue I haven’t encountered before: I’m getting Steam VR crashes when playing Cyberpunk 2077 and Greedfall consistently and repeatedly when I’m trying to spit the output to my Pimax 5K+ through vorpX. They do NOT crash when using vorpX to spit them to my generic 3D display (Steam VR is not running in this case, and therefore can’t crash.) I’m playing other titles just fine vorpX -> Pimax, including some relatively demanding ones (Outer Worlds etc.) The only difference off the top of my head (beyond those being entire different game-engines) is that I’m playing these in Virtual Cinema mode, not as full VR titles.

    Things it is not: it’s not overclocking or overheating issues. My rig runs very cool and I can push both the GPU and CPU to 100% with zero stability issues under extended testing (both benchmarking and real-world.) For example, Cyberpunk 2077 routinely pegs my GPU at 98-100% usage and runs between 45-60fps with vsync on (I’m using RT on a 2080 Super) and my temps remain below 70c. CPU usage under *any* game scenario isn’t enough to even make my system blink (liquid cooled 5900x running stock frequencies as there is zero point in overclocking it at this point.) So I’ve made very, very sure that I’m running a stable configuration in terms of the hardware; it’s only when adding vorpX -> HMD that this issue appears.

    Any obvious things I could be doing wrong? I’ve been wondering if it’s a vram thing, but that should maybe cause a hitch in performance, not a lockup.

    #205154

    In reply to: Feature request

    Ralf
    Keymaster

    Just for the record: I didn’t say VD is weird, it’s not. Not really a must-have if you have vorpX, but of course it’s a very well featured desktop viewer. What I said was that using vorpX in ‘Generic 3D-Display’ SBS mode and then grabbing the resulting image with VD is weird. There really isn’t anything to gain by that: worse image quality than using vorpX as intended, more stutter/judder, pretty much all vorpX features except basic 3D creation unavailable. Just not something you should even consider to do.

    That aside:

    Although originally the immersive screen controls were intentionally simple, I’m fairly sure by now the vopX screen is at least as customizable, if not more, since there had been so many requests in the past for this or that special case. You can scale it from about 0.5-5m height, change the distance from about 0.5-10m, bend it in both dimensions, tilt it to make it work reclined, apply gamma/sharpening filters, apply two different backgrounds for normal/EdgePeek view and so on.

    #205129

    In reply to: Feature request

    senoctar
    Participant

    I managed to grab some screens from Generic Display, Depth3D and the game’s built-in SBS as well. The first two are pretty much the same (Depth3D also renders a full frame since it’s just a Reshade filter). Both of them look better than the game’s built-in SBS which renders at half resolution (in line with what Ralf’s point).
    sbs comp
    The issue still stands that there is a loss from the full frame in all cases. So using vorpX to render directly to the HMD is better in terms of image quality than Generic Display SBS + Virtual Desktop.

    #205121

    In reply to: Feature request

    Ralf
    Keymaster

    … has to upscale the sampled halves back to the original size.

    Obviously. I just wanted to point out that vorpX never renders at half width. The actual game rendering is always done at full size.

    When you output SBS with vorpX in ‘Generic 3D Display’ mode each eye is rendered at full width and then scaled down to half width, hence the resulting SBS image is 2×1 supersampled, i.e. better as if the actual rendering would have been done at half width.

    #205120

    In reply to: Feature request

    senoctar
    Participant

    The issue isn’t with Generic Display itself. With Full-SBS you would get the “super” image without “sampling” so there is some loss in Half-SBS, however it’s barely noticeable on a 3D screen, at 1440p you might not even be able to tell.
    However when that is rendered on an HMD there is one full screen for each eye (or equivalent on a very wide screen). The VR software has to upscale the sampled halves back to the original size. This is where some aliasing is likely being introduced.
    I didn’t mention the images are of the left HMD screen taken though SteamVR. The full images are here: https://imgur.com/a/dVszJSV
    Now that I think about it there might also be some issues with Depth3D’s sampling. I’ll test some more with vorpX Generic Display and with a game’s built-in SBS support.

    #205111

    In reply to: Feature request

    Ralf
    Keymaster

    Just a heads-up that vorpX always renders at full resolution originally. For the SBS output in ‘Generic 3D Display’ mode where the images are scaled down to half width afterwards that means the final SBS image is 2×1 supersampled.

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