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  • #205059

    In reply to: Feature request

    senoctar
    Participant

    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.

    #204950

    In reply to: Feature request

    onetoo
    Participant

    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.

    #204818
    Ralf
    Keymaster

    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.

    #201490
    Ralf
    Keymaster

    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.

    #201343
    Smoils
    Participant

    you can probably test that if you set vorpx to generic 3d display and see if it runs better on just your monitor

    willscz1
    Participant

    The streaming application must be able to capture output from SteamVR or the Oculus Rift. Vorpx isn’t dependent on the streaming software, but it has to be able to capture the output from vorpx to those hmd clients.

    If you want to be creative, your could set vorpx to stream to the generic 3d display and use a streaming app that can use the side-by-side output, but I don’t know if there are any apps that’ll do that for the Oculus Go – Maybe the AMD link?

    Vorpx can’t convert movies. There’s no depth information in a video stream. There are applications that can do that, but they use an entirely different approach.

    My apologies for the misinfo in my previous reply. I was unaware of ALVR, and kind of thought the Go had died after a short and unremarkable life.

    no apologies needed! Im in the dark when it comes to this. I downloaded trial versions of some of the apps I mentioned but have not tested anything yet.

    Ogrescar
    Participant

    The streaming application must be able to capture output from SteamVR or the Oculus Rift. Vorpx isn’t dependent on the streaming software, but it has to be able to capture the output from vorpx to those hmd clients.

    If you want to be creative, your could set vorpx to stream to the generic 3d display and use a streaming app that can use the side-by-side output, but I don’t know if there are any apps that’ll do that for the Oculus Go – Maybe the AMD link?

    Vorpx can’t convert movies. There’s no depth information in a video stream. There are applications that can do that, but they use an entirely different approach.

    My apologies for the misinfo in my previous reply. I was unaware of ALVR, and kind of thought the Go had died after a short and unremarkable life.

    #199988
    Ogrescar
    Participant

    I don’t know how you managed to get hitman3 running because it crashes on startup for me, regardless of which client I use, and I’ve tried them all, including the generic 3d display, as well as all of the dx12 profiles. The vorpx log indicates a failure in directML command queuing when I use the rdr2 profile.

    Nothing in your “essential” guide about that I think, but it was tld watch.

    #198735
    someskunkfunk
    Participant

    Yes, it technically works setting vorpx to generic 3d display and using VD in SBS mode but at about 1/4 the FPS vs just vorpx from what I’ve tested. I’d love to be able to achieve the scale of full vr mode but with the decoupled mouse vs head movement of immersive screen mode. Going to -1 in screen distance gets close but not quite there. Even extending it to go to -1.5 might be enough to do the trick if that is simpler. I’m not sure if when there are no other visual cues when viewing a 3d stereo projection it matters if the screen is bigger or closer in the virtual space. Wouldn’t you be converging your eyes based on the separation distance of the object you are focused on no matter where the plane of the screen is like looking through a window at something? Anyway, love the immersive screen mode, just wish we could get the game world scale of full vr mode there too. Thanks.

    #198414

    In reply to: Cyberpunk 2077

    Ralf
    Keymaster

    There isn’t a huge framerate impact for creating the 3D effect with Z3D (less than 10% when I check here with vorpX in ‘Generic 3D Display’ mode), but there is some additional overhead for rendering to the headset and most importantly when the GPU is maxed out fully it becomes increasingly difficult for vorpX to serve both the game and the headset. In other words: the higher the GPU load the greater the chance that rendering to the headset can’t keep up, which can cause stutter.

    Finding a resolution/graphics settings that works stable on your PC is pretty much the only useful hint I can give here.

    Ralf
    Keymaster

    Others are using VD with vorpX in SteamVR mode on a regular basis, so this is not some general issue. I’ll try myself on occasion and see whether I can replicate your problem somehow, but this is the first time I hear something like this since the Quest was released 1.5 years ago. vorpX uses SteamVR just as any other SteamVR app, there is no reason on vorpX’s end that could/would prevent VD from capturing SteamVR with vorpX.

    Alternatively you could use vorpX in ‘Generic 3D-Display’ mode, which displays a side-by-side stereo image that you can stream via VD. That would disable all VR specific vorpX functionality, most importantly head tracking and everything DirectVR related, but otherwise might be a suitable workaround for your issue.

    Link is still the best option though, not sure whether I would want to tolerate 30ms of extra latency, that’s a lot. I think there is some tweak that allows you to raise the resolution Link uses for streaming, so that’s something you could look into. Also a good USB 3 cable might yield better results than a USB 2 cable, although that’s just a guess.

    #196805
    Ralf
    Keymaster

    I have no experience with such a setup, so take that with a little grain of salt, but I’m pretty sure that won’t work, at least not the normal way, as that would require your headset to be connected to the cloud PC.

    In a more limited way you should be able use vorpX’s ‘Generic Headset’ and ‘Generic 3D Display’ modes, which show the final image on the desktop, together with some stereo viewer app on your local machine. There won’t be any head tracking without additional software that way though, also several DirectVR functions aren’t available in these modes and on top of that the cloud PC latency (lag) would probably ruin the experience anyway.

    Theoretically it’s possible to create a client/server solution (similar to using ALVR or Virtual Desktop with vorpX locally), but I don’t think any of these can handle your use case currently. Also the latency issue would remain, of course.

    TLDR: vorpX (and VR In general) with a cloud PC won’t really work, at least not as one would expect it to work.

    Ralf
    Keymaster

    There is a „Generic Headset“ and also a „Generic 3D Display“ mode that display the final Images on the desktop instead of sending them to an Oculus/SteamVR headset. You can select these in the config app (‚General‘ page).

    If you can use stereoscopic video players with the Cinego, one of these might/should do what you want, I think.

    #196300
    Picdelag
    Participant

    Hello!

    Unfortunately, i’m back in this subject…

    So, since i run Vorpx within SteamVR to solve my issue of my oculus rift S not hooking in its own environment, i was a bit surprised by my framerate that seems low for my configuration…

    seen this topic : https://www.vorpx.com/forums/topic/trick-to-get-really-depanding-games-working-in-vorpx-with-great-fps-in-g3d/
    So, i know it have been locked for good purpose of not spreading “false legends”, and i just don’t know myself, but it seems like i suffer from the same loss in framerate by hooking via steamVR and i should not use this way with an oculus i imagine, but that was the only solution i found to solve my issue…

    So!

    Tried to use the “generic VR headset” injection, and the change is huge…
    + 30FPS in Battlefront 2, that can make me surely able to play in G3D (actually in Z3D)
    and same for Monster Hunter World, if i can have all my frames, i can surely jump to G3D => +20 fps

    So, nothing was displayed in my rift S, just seen the results on my flat screen and still searching a way to inject properly in the rift s without steamVR. Have an idea?
    But maybe i’m wrong? Maybe even with the standard “oculus injection” i will loss as much frames? is it normal or just me?
    If you can clarify please…

    When my brothers wake’s up, i’m going to try on his computer to see if i can inject vorpx in normal oculus way on his computer.
    Wonder if all of this is cause of the borring story i encountered with my rift (explened in previous posts), or if it’s related to my windows.

    Also seen this : https://www.vorpx.com/forums/topic/do-you-know-the-feeling/
    So i’m really interessted in this.
    Can this fix my issue?
    I mailed the Vorpx support to request a beta build of this version, waiting for an answer.

    Thanks!

    #195562
    Ralf
    Keymaster

    @ Picdelag

    First please make sure that you are using the latest vorpX 20.2.0

    That out of the way:

    re your actual issue with vorpX: If the issue is related to your proximity sensor, I’m not sure how vorpX would be able to handle it otherwise. It just checks whether the headset is active and if so displays the game, using pretty much boilerplate code from the Oculus SDK.

    If dellrifter’s suggestion doesn’t help, I would as a first step suggest to check whether the issue also occurs with vorpX set to ‘Generic 3D Display’. That way you could determine whether there is some general hooking problem or the issue is related to your headset. If games also don’t work with the ‘Generic 3D Display’, check again for potential hooking conflicts.

    re your config app issue: If you are on Windows 10 and have a high DPI monitor, please make sure that you do NOT have changed any high DPI compatibility setting for the config app. Current Windows 10 builds handle the config app perfectly per default on high DPI monitors. If you are still on Windows 7, you might get a better result on high DPI monitors with one of the manual compatibility overrides. I still check vorpX occasionally on Windows 7 although it is past End-Of-Life for half a year now, but non-critical stuff like this won’t be addressed for a 10 years old OS that not even its manufacturer supports anymore.

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