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.
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.
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.
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!
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.
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.
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).
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.
… 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.
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.
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.
There are two issues with going through Generic Mode.
One is as mentioned the format to provide stereoscopy. This tends to be a mess and almost all formats have compromises and limitations. Half-SBS will reduce the horizontal resolution. Depending on the source this can be more or less of a problem. Most passive 3D displays work better with Half-TAB due to how the polarizing filters are oriented.
Frankly I don’t know why we don’t have a common/standard format based on color space.
The idea is you will lose details unless all of your software and hardware in the chain supports Full-SBS/TAB.
The other has to do with FPS limiting and synchronization. This only applies to an HMD where there is a separate render task for VR which takes quite a bit of resources. vorpX will adjust the game FPS based on performance and synchronize frames to allow stutter-free VR rendering. When using vorpX Generic Display + Virtual Desktop this does not happen. It will work fine for something like INSIDE, but anything heavier on the GPU will result in a stuttery mess.
I tried the Generic 3D Display option with Virtual Desktop (PC version). The Virtual Desktop screen is so much more flexible. So far, i’ve finished INSIDE with that method. Too bad it’s not an officially supported mode.
The new vorpX connection mod for the game is not really meant for the Generic 3D Display Mode, since in that mode vorpX can’t apply the magic that is necessary to improve the Alternate Frame 3D experience. Also the mod changes controls slightly to work better with VR controllers.
Since this profile is now so heavily VR optimized, your best option is disabling the vorpX connection mod for the game. Didn’t try that myself, but theoretically renaming the vpxRDR2.dll in c:\program files (x86)\Animation Labs\vorpX\Plugins should get you back to the prior state.
In general please always keep in mind that vorpX’s sole focus is VR. I can’t really optimize profiles for the Generic 3D Display Mode due to time constraints unfortunately.
Maybe nVidia 3DVision is still enabled, just a guess. Can’t really suggest more than above.
vorpX itself only shows two images side by side if set to one of the ‚Generic‘ display types. Could be the case judging from your image, but of course I believe you that you have selected SteamVR. No way on earth (or elsewhere) that vorpX itself can generate two side by side images while running in SteamVR mode.
you can probably test that if you set vorpx to generic 3d display and see if it runs better on just your monitor